
For any inquires on backlink exchange or partnerships please contact thecodex@gmail.com
The Wiki Forums are up! Check them here!
There is an official chat room on the wiki! I'm always AFK here so pull by to say hi!
Marisa Kirisame (霧雨 魔理沙 Kirisame Marisa) is a human magician with no special lineage who lives in the Forest of Magic. She focuses her magical studies on light and heat based techniques. Alongside Reimu Hakurei, she serves as one of the central characters in the Touhou Project series, often taking on the role of the secondary protagonist.
| Marisa Kirisame | |
|---|---|
| Lesbian
| |
| Origin | |
| Origin | Touhou |
| Creator | ZUN |
| First Appearance | Touhou Project: Story of Eastern Wonderland |
| Voiced by | Fan-Made Series: Miyuki Sawashiro, Kana Asumi, Ayumi Fujimura, Machico, Minami Iinuma, Naomi Ōzora, Saki Nitta, Haruka Watanabe, Lynn, Sayumi Suzushiro, Fairouz Ai, Arisa Kiyoto, Miku Ito, Maaya Uchida, Rie Takahashi, Chiaki Omigawa, Natsu Yorita, Larissa Takeda Tago, Kaori Fukuhara, Akiko Nakagawa, Nanako Mori, Haruka Shiraishi, Yuuki Takada, Shino Shimoji, Risae Matsuda, Ami Koshimizu, Yukari Kokubun, Minami Tsuda, Sakura Kasuga, Mako Konomi, Michiyo Mursae, Yuko Miyamura, Yū Kobayashi, Ryoko Shintani, Mariya Ise, Yumi Uchiyama |
| Characteristics | |
| Species | Human |
| Gender | Female |
| Pronouns | She/Her |
| Sexuality | Homosexual |
| Age | At least 20 (PC-98), At least 20 (Embodiment of Scarlet Devil - Mountain of Faith), At least 21 (Scarlet Weather Rhapsody onwards) |
| Birthday | Unknown |
| Height | Fairly Short |
| Weight | Unknown |
| Ethnicity | Japanese |
| Status | Alive |
| Alignment | Chaotic Good |
| Archetype | False Hero, Mage, Minion (Formerly) |
| Occupation | Magician, Kirisame Magic Shop Owner, Thief, Incident Solver |
| Time Period | Modern Time, Non-linear |
| Language | Japanese |
| Combat Style | Magical Danmaku |
| Homeworld | Earth |
| Relationships | |
| Affiliations | Mima, Reimu Hakurei, Youkai, Non-Humans, Yukari Yakumo, Sanae Kochiya, Rinnosuke Morichika, Sumireko Usami, Suika Ibuki, Aya Shameimaru, Kasen Ibaraki, Three Fairies of Light, Kosuzu Motoori, Aunn Komano, Shinmyoumaru Sukuna |
| Enemies | Youkai, Non-Humans, Reimu Hakurei (Formerly), Yukari Yakumo (Formerly), Sanae Kochiya (Formerly), Sumireko Usami (Formerly), Shinmyoumaru Sukuna (Formerly) |
| This dropdown contains the synopsis of Marisa Kirisame’s story. Read at your own risk as you may be spoiled otherwise! | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Story of Eastern Wonderland
Marisa's role in the PC-98 era began with Story of Eastern Wonderland, where she appeared as the Stage 4 boss. At that time, she was a disciple of Mima. She was tasked with stopping Reimu Hakurei from reaching Mima, but she was defeated in the attempt. Phantasmagoria of Dim.Dream
Marisa made her debut as a playable character. She was among those competing to reach the Ancient Ruins first. Upon arriving, she encountered Chiyuri Kitashirakawa and fought her so that Yumemi Okazaki could study Marisa's magic. After Marisa defeated Chiyuri, Yumemi fought Marisa in an attempt to send her back home, promising to grant her a wish if she lost. When Marisa defeated Yumemi, she initially asked for either herself or Chiyuri as her wish, but then clarified that she was joking. Her real request was for a weapon from their world. Yumemi gave her a device called Mimi Chan, but Marisa found she did not know how to operate it and simply decided to ride it instead. Lotus Land Story
Lotus Land Story marked the first time Marisa appeared as a playable character alongside Reimu, a format that would become standard for the rest of the series. In her story, Marisa sensed a powerful magical presence and decided she wanted to claim it for herself. She traveled toward the Lake of Blood without Reimu knowing, making her way through the Fantasy World by defeating Orange, Kurumi, and Elly along the way. She then encountered Reimu and fought her, emerging victorious before continuing on to Mugenkan. There, she faced Yuuka Kazami and defeated her twice. For reasons that are not explained, Marisa eventually wound up in an Unnamed Dream World. There she met Mugetsu, who claimed to be the creator of that realm. Mugetsu challenged Marisa but lost. Afterward, Mugetsu left it to her older sister to defeat Marisa, but she too was beaten. Mystic Square
In Mystic Square, Marisa overheard Reimu talking about heading into Makai to deal with a recent demon outbreak. Interested in the magic she might find there, Marisa set off on her own without telling Reimu. She made her way through Makai, defeating the gatekeeper and several residents including Louise, Alice, and the pair Yuki and Mai. She eventually found Shinki, who initially lied to Marisa and told her she could go home, but instead planned to attack her. Shinki left the job to Yumeko, but after her maid was defeated, Shinki confronted Marisa directly to show her "real magic." She was defeated as well. By the end of her journey, Marisa returned home with new magic she had learned in Makai. She sat down to have tea with Reimu, and was now feared by the spirits of Makai. During the Extra Stage, Marisa arrived in an unfamiliar world where she faced Alice in a rematch. Alice was confident this time because she had her grimoire on hand, but she was still defeated. In the end, Alice was left hanging from the ceiling while Marisa read through her books. Embodiment of Scarlet Devil
Marisa was flying through the sky when she noticed that she could no longer see the lake below. She descended to investigate the strange situation. She made her way through the area, defeating Rumia before heading to the Misty Lake, where she took down Cirno and Hong Meiling. She then entered the Scarlet Devil Mansion and fought Patchouli Knowledge, Sakuya Izayoi, and finally Remilia Scarlet, the one responsible for the mist, and forced her to put an end to it. Later, in the Extra Stage, Marisa and Reimu spotted a strange thunderstorm near the mansion from the shrine and decided to check it out. Upon arriving, Marisa learned that Patchouli Knowledge had surrounded the mansion with water to keep Flandre Scarlet contained. Marisa then confronted and defeated Flandre. Perfect Cherry Blossom
During a May that seemed to have no end to winter, cherry blossom petals drifted down outside Marisa's house. She followed them in search of spring. The weather made navigation difficult, and she ended up fighting Letty, Chen, and Alice Margatroid along the way. She eventually reached the entrance to the Netherworld and flew over it after the Prismriver Sisters suggested the route. There, she fought and defeated Youmu Konpaku and then Yuyuko Saigyouji, learning that Yuyuko was the one gathering spring to revive the Saigyou Ayakashi. Despite the conflict, Marisa found the cherry blossoms there beautiful and decided she would return later for a flower viewing. Later, when a surge of ghosts from the Netherworld began spilling into Gensokyo, Reimu, Marisa, and Sakuya traveled to the Border to ask Yukari Yakumo to fix the problem. Marisa fought and defeated her, but her goal of getting Yukari to resolve the issue was not achieved. Immaterial and Missing Power
Marisa becomes curious about a series of strange feasts that have been happening and sets out to investigate. She first defeats Alice Margatroid in the Forest of Magic, then heads to the Hakurei Shrine. There, she finds Sakuya Izayoi instead of Reimu. Suspicious of Sakuya's presence, Marisa attacks her, then decides to go to the Scarlet Devil Mansion to challenge Patchouli Knowledge and Remilia Scarlet for the same reason. When she returns to the shrine, she finds Reimu acting as if nothing unusual is going on, so Marisa fights her as well. After confirming that Reimu is not the culprit, Marisa waits until nightfall for the banquet. It is there that she encounters and fights both Yukari Yakumo and, eventually, the true mastermind behind the incidents, Suika Ibuki. Imperishable Night
Alice becomes uneasy about the moon and decides to bribe Marisa into joining her to investigate who is behind the fake moon. As they make their way out of the Forest of Magic, they defeat Wriggle Nightbug and Mystia Lorelei. They reach the Human Village, where Keine Kamishirasawa attacks them. After entering the Bamboo Forest of the Lost, they run into Reimu Hakurei, who suspects they are responsible for the incident and fights them. Once they defeat her, they continue into Eientei, where they find Eirin Yagokoro and Reisen Udongein Inaba. Depending on the route, Marisa and Alice face either Eirin or Kaguya Houraisan after dealing with the lunar rabbit. Later, the group returns to the Bamboo Forest of the Lost to relieve their boredom after Kaguya suggests a trial of guts. There, they repeatedly defeat Fujiwara no Mokou until she finally gives up. Phantasmagoria of Flower View
Flowers are blooming out of season, but Marisa is not particularly bothered by it at first. She simply wants to be the first to find out who or what is behind the phenomenon. She travels around fighting Cirno, Mystia Lorelei, Lyrica Prismriver, Reisen Udongein Inaba, and several others before encountering Aya Shameimaru. Aya explains that the abnormal flower bloom is caused by an unusually large number of ghosts. After that, Komachi Onozuka attacks Marisa for suggesting that the ghost overflow in the living world is her fault. Finally, Marisa is attacked by Eiki Shiki, Yamaxanadu following her judgment. In the end, she decides to leave the incident alone and supposedly begins to lie less often from then on. Mountain of Faith
Marisa notices that something is troubling Reimu and soon learns that a rival shrine is attempting to take over. Unwilling to stand by and let that happen, Marisa decides that if Reimu will not do anything about it, she will handle the matter herself. She fights her way through several gods and youkai around Youkai Mountain, including the Aki Sisters, Hina Kagiyama, Nitori Kawashiro, and Aya Shameimaru. She eventually reaches the new shrine, where she defeats Sanae Kochiya and the goddess Kanako Yasaka herself. Later, after hearing rumors of a second goddess residing in the shrine, Marisa and Reimu return to the top of Youkai Mountain to investigate. Marisa finds the other goddess inside the sanctuary, and the goddess challenges her to a danmaku battle. Marisa accepts and wins. Scarlet Weather Rhapsody
Marisa finds that her laundry will not dry because of the constant drizzle. Convinced that something unusual is going on, she sets out to find who is responsible. She attacks Alice Margatroid, suspecting her of gathering the humidity, and then ends up fighting Reimu Hakurei as well when Reimu appears on the scene. Reisen Udongein Inaba suggests that Marisa head up Youkai Mountain. Marisa does so, but not before defeating Reisen first. On her way up, Aya Shameimaru tries to stop her, but Marisa manages to defeat her as well. Once she reaches the clouds above, she finds Iku Nagae and mistakes her for the true culprit. After Marisa defeats her, Iku explains that someone above the clouds is capable of suppressing earthquakes. Marisa then locates the real culprit, Tenshi Hinanawi, and defeats her, putting an end to both the earthquakes and the strange weather patterns. Subterranean Animism
A geyser erupts behind the Hakurei Shrine, and Reimu and Marisa are excited by the idea of having a hot spring nearby. The youkai, however, are not pleased, as spirits from underground begin emerging from the geyser. Patchouli and Yukari suspect that someone is trying to lure youkai into the geyser and decide to send Marisa down to investigate. Marisa fights her way through several underground youkai, including Kisume, Yamame Kurodani, and Parsee Mizuhashi, until she reaches Yuugi Hoshiguma. Yuugi directs her toward the Palace of the Earth Spirits. There, Marisa finds and defeats Satori Komeiji, who then leads her to the Remains of Blazing Hell. Rin Kaenbyou attempts to block her path, but Marisa presses on and confronts the one responsible for the geyser, believing that defeating her will stop the eruption. Later, after returning to the surface and speaking with Utsuho Reiuji, Marisa learns that Utsuho received her power from the mountain god. Marisa heads back to the Moriya Shrine to ask for similar power. However, she finds Koishi Komeiji there instead, and Koishi attacks Marisa because of her reputation as a thief. Undefined Fantastic Object
Marisa spots a ship flying through the sky and becomes interested in looting it for treasure. She explores the ship, defeating Nazrin, Kogasa Tatara, and Ichirin Kumoi along the way. She then faces the ship's captain, Minamitsu Murasa, who tells her that the ship is heading to Hokkai and allows Marisa to stay aboard because she had been collecting fallen pieces of the Storehouse. Upon arriving in Makai, Marisa encounters Shou Toramaru, who mistakes her for a thief and attacks. She then faces Byakuren Hijiri, who has just been freed, because Marisa does not believe in the equality of humans and youkai. Later, after discovering that the fragments seem to change shape without reason and that Byakuren does not know what they truly are, Marisa follows a snake that emerges from one of the fragments. This leads her to Nue Houjuu, who explains the nature of the UFO like fragments. Nue then decides to join the Myouren Temple. Touhou Hisoutensoku
In Touhou Hisoutensoku, Marisa is not part of the main storyline but is available as a selectable playable character. In Cirno's scenario, Marisa is relaxing in a hot spring when Cirno shows up and asks if she has seen a Daidarabotchi. Marisa decides to mess with her and fights her. After being "surprisingly defeated," Marisa points Cirno in the wrong direction. When Cirno later returns after realizing she was misled, Marisa tells her that she spotted a giant figure in the Forest of Magic. Double Spoiler Great Fairy Wars Ten Desires
In Ten Desires, an influx of divine spirits threatens to interrupt the flower viewing season, so Marisa decides to be the first to resolve the incident. She visits Yuyuko Saigyouji in the Netherworld, who suggests that Marisa check the cemetery near the new temple. There, she finds and defeats Kyouko Kasodani and Yoshika Miyako. After dealing with the jiang shi, Marisa discovers a door leading into the Hall of Dreams' Great Mausoleum. Inside, she faces Yoshika Miyako again alongside her master. Mononobe no Futo then attacks Marisa for trying to protect Toyosatomimi no Miko's tomb from intruders, and Miko herself later joins the fight against her. Later, after learning that the temple is located directly above the mausoleum and that the youkai are using a "trump card" to fight Miko, Marisa returns to the Myouren Temple to investigate. There, she discovers that the so called trump card is actually a youkai friend of Nue Houjuu named Mamizou Futatsuiwa. Hopesless Masquerade She defeats Reimu Hakurei, then heads to Youkai Mountain to find more opponents. There, she fights Nitori Kawashiro and later goes underground to battle Koishi Komeiji as well. Back on the surface, she takes on Toyosatomimi no Miko and Byakuren Hijiri, though the Byakuren she fights turns out to actually be Mamizou Futatsuiwa in disguise. After being defeated again, Mamizou tells Marisa that something strange is going on with the hope in the village and suggests that Marisa go there to investigate. Marisa heads to the Human Village, where Hata no Kokoro attacks her. Kokoro wants to take Marisa's hope in order to create a new mask of hope, and it turns out that Kokoro's own loss of hope is what caused the incident. Double Dealing Character
Marisa notices that her Mini Hakkero has started acting on its own, and she begins to suspect it is turning into a tsukumogami. She also learns that previously docile youkai have become unusually aggressive, so she sets out to investigate. She encounters youkai like Wakasagihime, Sekibanki, and Kagerou Imaizumi, and defeats each of them after finding them oddly hostile. She eventually runs into the Tsukumo Sisters. After defeating one of them depending on the shot type chosen, Marisa is pointed toward a strange upside down castle, where they claim their newfound power came from. Once she enters the castle, Seija Kijin and Shinmyoumaru Sukuna attack her after realizing she has come to put an end to their rebellion. Later, although Shinmyoumaru is being kept under watch by Reimu to prevent a repeat of the incident, strange clouds begin forming and create a magical storm. Marisa goes to investigate. In the Skies of Gensokyo, she finds that Raiko Horikawa is behind the storm, having altered its magic to become independent from the Miracle Mallet's influence. After defeating Raiko and ensuring she does not pose a threat to humans, Marisa allows her to stay. Urban Legend in Limbo Marisa comes across a strange phenomenon at Kourindou and decides to take its power for herself. Reimu later finds Marisa and asks her to test something as well, but Marisa attacks her using occult power. Reimu is confused by the bizarre ball she sees and is forced by Marisa to hand it over. Marisa then goes out to collect more Occult Balls. She eventually gathers all of them after defeating Ichirin Kumoi and Koishi Komeiji. As she waits for something to happen in accordance with the rumors, Kasen Ibarara appears, opens a hole in the barrier, and tells Marisa that the orbs are keys that can undo the barrier. She also reveals that the one who introduced the orbs is on the other side. Marisa crosses through the opening and finds herself in the Outside World, facing the true culprit, Sumireko Usami. However, defeating her proves to be pointless, as the urban legends have already become real within Gensokyo. Legacy of Lunatic Kingdom
Mysterious probes appear across Gensokyo, withering everything in their path. Eirin and Kaguya decide to create an elixir for Marisa, Reimu, Sanae, and Reisen to counter the threat. Marisa fights and defeats two moon rabbits, Seiran and Ringo. She then travels to the Moon through the Dream World, where she defeats Doremy Sweet. At the Lunar Capital, Sagume Kishin informs her that the residents were attacked and forced to flee to Gensokyo due to a new impurity. Sagume challenges Marisa to test her strength, then guides her to the Sea of Tranquility. There, Marisa defeats Clownpiece before facing Junko, the true culprit. Junko recognizes her defeat but still fights Marisa anyway. After Sagume descends to Earth to explain that they cannot leave the Dream World, the heroines part ways again. In the Dream World, Marisa encounters Junko once more, this time alongside her "trump card": the goddess of Hell, Hecatia Lapislazuli, who had sealed the lunarians inside the Dream World. After Marisa defeats her, Hecatia promises to free them. Antinomy of Common Flowers Marisa suddenly finds herself possessed by Koishi Komeiji. Neither of them knows how it happened, but they decide to stick together and make the most of the Perfect Possession ability. After defeating several other pairs, they encounter Yukari Yakumo, who tells them to head to the Concert of the Sun to face "the most disastrous pair." There, they meet the true culprits behind the incident, Joon and Shion Yorigami. The sisters use their ability to swap teammates, leaving Marisa forced to fight alongside Shion, a pairing that seems doomed to fail. Hidden Star in Four Seasons
The seasons across Gensokyo become chaotic, so Marisa decides to investigate on her own. After wandering around and finding that every part of Gensokyo seems to be stuck in a different season, she returns to the Forest of Magic. There, she encounters Narumi Yatadera and Mai Teireida. After defeating the gizo, Marisa notices that Narumi has a backdoor on her back. She jumps through it and enters the Land of the Backdoor, where she fights Mai and Satono Nishida. After the battle, they explain that they have been drawing out people's latent abilities to an unlimited extent by dancing behind their backs, which also affected the fairies and drove them berserk. Marisa then meets their master, Okina Matara, who proposes that Marisa replace Mai and Satono, claiming that was her goal all along. Marisa refuses, and Okina attacks her for not giving her a chance. After defeating Okina, Marisa returns to Gensokyo without fully understanding what happened in the Land of the Backdoor. Looking for answers, she enters the Land of the Backdoor again and fights Okina Matara once more, this time with the help of the power of the doyou, the boundary between the seasons. Wily Beast and Weakest Creature
An eagle spirit approaches Marisa and tells her that while beast spirits are invading, he is actually a traitor to their cause. He asks for her help in stopping the invasion, promising her tremendous power in return. Marisa accepts, allows herself to be possessed by the spirit, and heads to Hell to stop the invasion. On her way into Hell, she fights Eika Ebisu and Urumi Ushizaki. She then meets Kutaka Niwatari, who guards the gate to Hell and fights Marisa to test whether she is strong enough to enter. Once inside, Marisa meets Yachie Kicchou, who claims the real enemy is in the Animal Realm and asks Marisa to follow her. In the Animal Realm, the spirit takes control of Marisa's body and attacks Mayumi Joutouguu. After defeating her, Marisa meets Keiki Haniyasushin, a goddess who helps humans. Keiki attacks Marisa after sensing that the spirit wants to retreat. Though still confused by the situation, Marisa accepts Keiki's invitation to visit the Primate Spirit Garden, as she finds useful tools there. Later, when the beast spirits launch another attack on the Human Realm, Marisa returns to Hell and meets Saki Kurokoma. After learning that Saki is the leader of one of the beast spirit factions, Marisa attacks her to force her to stop the invasion. Saki agrees to limit her targets to the Animal Realm alone. Sunken Fossil World Marisa's story in specific is largely a what-if she went down to solve the incident rather then Reimu and has moments that contradict things in other character's story modes[1]. Strange black water begins surfacing from the ground throughout the Forest of Magic, and Marisa heads out to investigate. She defeats Reimu Hakurei and descends into Former Hell. After defeating Yamame Kurodani, she meets Yuugi Hoshiguma, who explains that the black water is petroleum and that it could bring either great wealth or great misfortune. Marisa attempts to reach the deepest part of the underground, but she is interrupted first by Minamitsu Murasa, who is also heading there, and then by Kutaka Niwatari, who blames Marisa for the flooding caused by the phantom. When Marisa finally reaches the Former Hell of Blood Pools, she encounters Yuuma Toutetsu, who assumes the magician has come to steal the petroleum and attacks her. Unconnected Marketeers
In Unconnected Marketeers, Marisa learns about cards that contain the abilities of youkai and humans she has faced before. Eager to collect them, she sets out to be the first to obtain them. She begins exploring the foothills of Youkai Mountain and meets Mike Goutokuji, who explains that everyone is buying and selling the cards on the mountain. Marisa heads uphill and defeats Takane Yamashiro and Sannyo Komakusa. Sannyo tells her to check the Rainbow Dragon Cave. Inside, Marisa finds Misumaru Tamatsukuri, who warns her of the dangers for a human exploring such a cave and mentions the mining of Izanagi objects there. After defeating Misumaru, Marisa steps outside for fresh air and follows Tsukasa Kudamaki to the top of the mountain, where she encounters Megumu Iizunamaru, the creator of the cards. After Megumu is defeated, she tells Marisa that if she wants to stop the card market, she must go higher. In the Skies of Gensokyo, Marisa meets the market god Chimata Tenkyuu, who attacks her after assuming Marisa has come to rob the marketplace. Later, after hearing from Megumu that the cards are made from gems mined in the Rainbow Dragon Cave and learning that Megumu sent Tsukasa to investigate Misumaru, Marisa decides to follow Tsukasa back into the cave. This time she uses a card to avoid suffocating inside. Deep within the cave, she finds Momoyo Himemushi, the one mining the gems. Tsukasa persuades Momoyo that both Marisa and Misumaru are thieves, prompting Momoyo to attack Marisa. After being defeated, Momoyo promises to give Marisa some gems. 100th Black Market
In 100th Black Market, Marisa takes on the role of the protagonist and sole playable character. She sets out to investigate why the ability cards introduced in Unconnected Marketeers have not lost their power despite the original market having closed. During her search, she discovers that a new black market has appeared. After meeting and defeating the goddess of the market, the goddess tells Marisa that she has an accomplice at the Moriya Shrine. That accomplice turns out to be Nitori Kawashiro, who reveals that the real person behind the black market is Takane Yamashiro. Although Takane gives up, Marisa battles her anyway. After the fight, Marisa asks Takane to keep the black market open a little longer so she can continue hoarding more ability cards. Unfinished Dream of All Living Ghost The opening of the marketplace causes ownership of the ancient land to be lost, and greedy animal spirits begin attempting to claim the land for themselves. Marisa senses that an object is controlling both the spirits and the beasts, so she sets out to find answers. She defeats Seiran, Nazrin, and Reimu Hakurei before encountering Saki Kurokoma. Following Reimu's advice, she fights the leader of the Keiga family. She then heads to the Forest of Magic to confront "the powerful beast" of the family, who turns out to be Enoko Mitsugashira. However, when Marisa touches Enoko's jewel, she suddenly wakes up in Hell, where Zanmu Nippaku fights her. After the battle, Marisa decides to shift her focus to investigating the jewel further. Fossilized Wonders
In Unfinished Dream of All Living Ghost, after realizing that time in Gensokyo has come to a standstill, Marisa heads to the Sanctuary equipped with mysterious stones that contain the power of incidents she has faced before. Near the sanctuary, Marisa encounters Ubame Chirizuka, who believes Marisa is responsible for her and all other beings being expelled from the sanctuary. After confirming that a mysterious power has taken over the sanctuary and forced everyone out, Marisa enters. Inside, she meets Chimi Houjuu, who advises her to go to the underground altar. Marisa defeats the guardian dousojin and enters the pyramid, where she finally reaches Yuiman Asama. Yuiman attacks Marisa, believing she is not real. After Marisa defeats her, she ends up in the Sea of Tranquility, where Watatsuki no Toyohime explains that the incident originally affected the Lunar Capital and tells Marisa she must return to the Sanctuary to resolve Gensokyo's problem. Deep within the sanctuary, Marisa follows strange rocks until she finds Ariya Iwanaga, who reveals herself as the cause of time stopping in Gensokyo and admits that she guided Marisa there so Marisa could defeat her. After defeating Ariya and restoring the flow of time in Gensokyo, Marisa gathers more information about the incident and the stones and returns to the altar. There, she finds Nina Watari, a being born from all the information that Yuiman could not process. After defeating Nina, Nina advises Marisa to leave. Shoot the Bullet
Marisa does not appear in Shoot the Bullet itself, but is featured in a special story included in the afterword. In it, she is shown talking with Reimu Hakurei about a notebook that she discovered. Impossible Spell Card After reading a tengu newspaper article about a troublesome amanojaku causing mischief, Marisa joins the many powerful youkai and humans who set out to stop Seija Kijin. She brings spell cards that most fighters consider impossible to evade.
A Dream World version of Marisa appears before Sumireko Usami in the Dream World. Without offering any explanation, she tells Sumireko to attack her, saying that otherwise Sumireko will never escape from the Dream World. Shuusou Gyoku In this appearance, Marisa seems to have no real understanding of the Seihou world. She does not realize that the world lacks vegetation and shows no particular interest in the scientific machinery around her, though she does recognize what the Holy Grail is. Curious about why VIVIT and her master Erich were after the Grail, Marisa fought VIVIT but was defeated. Afterward, Reimu Hakurei scolded her for fighting at the shrine. Based on her speech patterns, this appearance likely takes place between the events of Mystic Square and Embodiment of Scarlet Devil. Touhou Sangetsusei Bohemian Archive in Japanese Red Two years later, Marisa came across the article. She criticized Aya for the poor quality of her newspaper and for not informing her about the article beforehand. She then took a copy of the article for herself. Extra of the Wind Marisa was at the Hakurei Shrine with Reimu, reading Aya Shameimaru's latest extra article about her break in at the Scarlet Devil Mansion. Aya then appeared and explained that she had written the extra even though no major events had occurred, because there was a tengu competition that year and she wanted to win it. A Beautiful Flower Blooming Violet Every Sixty Years Yukari visited Marisa to ask if she knew why the flowers were blooming. She surprised Marisa by appearing inside her house through one of her gaps. Yukari asked the magician if she knew why the flowers bloomed like that every sixty years. Marisa disappointed her by suggesting that maybe they were just slacking off for the other fifty nine years. Perfect Memento in Strict Sense Memorizable Gensokyo Marisa and Reimu visit Hieda no Akyuu. After reading her entry, Marisa asks Akyuu to make changes so that she comes across as more funny. She adds that she does not mind if some lies are mixed in. Touhou Bougetsushou Marisa plays a major role in Silent Sinner in Blue. During the inauguration of the Scarlet Devil Mansion's spaceship, she helps relay Eirin's suggested name for the ship to Sakuya, which is ultimately accepted. She uses this opportunity to request a spot on the ship for the trip to the Moon. During the journey, her precious Mini Hakkero is used by Sakuya as a portable heater, which quietly upsets her. Later, she is easily defeated by Yorihime and sent back to Earth. She also attends the opening of the "indoor sea" at the Scarlet Devil Mansion, where she takes a cold swim and briefly chats with Remilia. The Grimoire of Marisa Marisa Kirisame is the creator of The Grimoire of Marisa, which was inspired by a tengu's notebook. She compiled a danmaku grimoire by researching other people's spell cards, hoping to pick up hints for new magic or, at the very least, sell the book to a library for a good price. The grimoire contains her commentary on various characters' spell cards, along with some of her own, and includes explanations of different spell card types and danmaku patterns. Wild and Horned Hermit In chapter 10, Marisa goes to the mountains to search for Hahakigi's Otherworld, which is actually Kasen's marker tree for her pet eagle Kanda. She ends up caught in a blizzard and wanders into Kasen's hidden residence after following Kanda on a whim. Despite the near death experience, she later tries to return to Kasen's house but ends up being attacked by Kasen's pet tiger after attempting to kill it for its pelt. In chapter 28, Kasen finds Marisa in Former Hell, where Marisa had gone to see the underworld cherries. Kasen scolds her and warns her against going there. In chapter 34, Reimu appears to be ill from exhaustion, which is actually caused by her pulling all nighters reading books from Suzunaan. Marisa takes it upon herself to cook rare foods, such as hemlock salad, to help Reimu regain her spirit. The success of her cooking is debatable. Later, after Sumireko Usami summons a flying saucer to the shrine, Marisa and Kasen spot an Unidentified Flying Object in the sky. In chapter 41, prior to the events of Hidden Star in Four Seasons, Marisa warns Reimu that an incident is happening. Curiosities of Lotus Asia Marisa is a regular visitor to Kourindou and appears frequently in the novel alongside Reimu Hakurei. She claims to be a customer who stops by to check if there is anything new in stock, though she never actually pays for anything. She also visits the store whenever she comes across something interesting to show or talk about with Rinnosuke Morichika. Symposium of Post-mysticism Marisa serves as the moderator for a discussion involving Kanako Yasaka, Byakuren Hijiri, and Toyosatomimi no Miko. She typically opens each topic for discussion and occasionally offers her own comments. She also appears in an article covering her fight against Cirno from Great Fairy Wars. Hatate Himekaidou expresses concern afterward about how much stronger humans have become. Forbidden Scrollery Marisa plays a major role in Forbidden Scrollery. In the first chapter, she explains what Youma books are to Reimu and reports that one has appeared at Suzunaan. She is shown frequently visiting Suzunaan and the Human Village afterward, either for her own purposes or to resolve incidents alongside Reimu or on her own. She also has a winter outfit that is unique to Forbidden Scrollery, consisting of a black coat worn over a white frilly skirt. Alternative Facts in Eastern Utopia Marisa creates a horoscope that supposedly determines whether a specific danmaku pattern will bring good or bad fortune upon impact, depending on the target's zodiac sign. She also posts two advertisements alongside it. The Grimoire of Usami Marisa takes part in the danmaku contest as both a judge and a contestant, hoping it will aid her research on danmaku. When Seija Kijin and Shinmyoumaru Sukuna disrupt the festival, Marisa is forced to leave her judge's seat and defend the audience alongside the other judges. Foul Detective Satori Marisa visits the Hakurei Shrine to inform Reimu about a small incident at the Scarlet Devil Mansion, where Patchouli Knowledge suddenly collapsed. In chapter 9, it is revealed that Marisa was possessed by the same spirit and knocked out both Yuyuko Saigyouji and Alice Margatroid while under its control. She is tied up by Yuyuko, Satori, and Youmu, but they release her after realizing that the culprit had previously possessed Yukari. After learning the truth, Marisa decides to warn Reimu about the danger by breaking into Eientei alongside Fujiwara no Mokou, but she ends up getting caught inside. Later, in chapter 20, Marisa goes to the Moriya Shrine to warn the gods there that the culprit is nearby. However, they mistake her for the culprit and tie her up until she can explain herself. She ends up being knocked out by a possessed Sanae Kochiya. Lotus Eaters Marisa appears occasionally at parties held at the Hakurei Shrine and at Geidontei for drinks. In the past, she had asked Miyoi for cooking advice. In chapter 45, she visits Geidontei with some mead made by magical bees to show off and taste, but the bees end up betraying her. In chapter 60, she appears again at Geidontei to see if Miyoi Okunoda will believe her when she says she has been followed by a strange mist. Miyoi uses her ability, and the mist eventually disappears. Speaking with Suika Ibuki afterward, they theorize that the mist was actually Marisa herself, and that if they had done nothing, she might have disappeared or even turned into a youkai. Whispered Oracle of Hakurei Shrine Reimu Hakurei writes a fortune slip concerning Marisa as part of her efforts to clean up after an incident. Marisa also helps Reimu by writing drafts for some characters' fortune slips, but Reimu ends up discarding them for being too biased. |
Marisa's full name is Marisa Kirisame (霧雨 魔理沙). Her surname, Kirisame, translates to "drizzle" or "mist rain" in Japanese. The first character in her given name, ma (魔), almost certainly comes from the first character in the word mahou (魔法), meaning "magic." The second character, ri (理), can mean "logic," "law," or "theory," so together these characters convey the idea of someone who practices magic. The third character, sa (沙), means "small sand" and does not carry a specific meaning, but it is frequently used in Japanese given names to give a feminine or girlish quality to the name.
The name Marisa also exists as a female given name in Romance languages. It is derived from the Latin word maris, meaning "of the sea," though it can also carry the meaning "manly." If her name draws from this origin, it likely reflects Marisa's character as a blend of both Eastern and Western cultural influences.
In Story of Eastern Wonderland, her name appeared in game as 魔梨沙, with the character for "pear" instead of the current 理. However, in that game's attached text files and bad endings, it was written as 魔理沙, which is the spelling that has been used ever since. The earlier version was likely a typo.
General Description: Marisa is a figure with blonde hair and yellow eyes in most appearances. Her typical outfit consists of black and white clothing: a black vest and skirt, white waist apron and undershirt, and a black witch hat with a white bow. Her hair is commonly braided on one side with a bow on the end. Her height is that of a girl in her early teens and falls in the "fairly short" group.
Facial Features: She has blonde hair in most appearances. A white bow is on her hat. A braid with a bow on the end is worn in some designs. Her eye color is yellow in most appearances.
Clothing/Outfit Variations by Game:
Special Features: Marisa's design varies significantly between games, with changes to hat bow color, hair style, apron design, and accessory details. Her eye color shifted from red to yellow in the PC-98 era, then later to red again starting with 100th Black Market.
Alternate Forms/Disguises: She has several alternate outfits in Phantasmagoria of Dim.Dream, Immaterial and Missing Power, Phantasmagoria of Flower View, Scarlet Weather Rhapsody, Hopeless Masquerade, Urban Legend in Limbo, and Antinomy of Common Flowers.
Marisa is a close friend of Reimu, and the two are often seen together at the shrine or during prologues in print works and games. They spend time chatting and coordinating on shrine activities, including festivals. They occasionally quarrel or spar over various issues, ranging from disputes during incidents to minor disagreements, but these conflicts are typically resolved quickly. Marisa and Reimu have also worked together to handle supernatural occurrences, though Marisa frequently takes initiative to resolve events ahead of Reimu.
Also despite her jealously, Marisa is very attached to Reimu, so much that she'd die of boredom without Reimu[4]. Noted in Marisa's Embodiment of Scarlet Devil that Reimu is her favorite in reference to either an object or food[5].
In the PC-98 portion of the series, Marisa is subservient to Mima, who tells her to "train harder" in Phantasmagoria of Dim.Dream. Marisa also refers to defeating her as "I beat Lady Mima". To date, Mima is the sole character Marisa addresses with an honorific, calling her "Mima-sama".
Marisa's admiration for Mima is shown in the OMAKE.TXT of Story of Eastern Wonderland, where Marisa boasts she could write a strategy guide because "there's no way Mima-sama can be beaten", and apologizes to Mima when defeated by Reimu Hakurei. The two also share a connection through their magic; in Story of Eastern Wonderland, Marisa uses a star magic attack resembling an "Orrery Sun", which Mima later uses herself. In the Windows canon, Marisa retains this ability with her "Orreries Sun" spell card in Immaterial and Missing Power and Scarlet Weather Rhapsody.
However due to Mima only really appearing in PC-98, Marisa and Mima never share a mutual conversation in the original works; their only direct interactions are in the winning quotes of Phantasmagoria of Dim.Dream. Mima's character settings contain no mention of Marisa, and Marisa's settings only reference her in Phantasmagoria of Dim.Dream where it states she "longs for Mima".
Marisa is a thief who repeatedly steals books from the Scarlet Devil Mansion's library. Although Marisa claims she is only borrowing them, Patchouli responds in Oriental Sacred Place in a rather serious tone that she has no intention of lending Marisa any books. Though this is likely due to the fact that books have been showcase to potentially turn one into youkai.
Despite this animosity, Patchouli is one of three people who assist Marisa during the events of Subterranean Animism, suggesting some underlying affinity even if Patchouli has her own agenda for doing so.
Additionally, Marisa has copied Patchouli's regular danmaku attack and renamed it Love Sign "Non-directional Laser". This attack appears as Marisa's normal B-type bomb in Perfect Cherry Blossom and as a spell card in Imperishable Night and other games.
Alice shares a complex relationship with fellow magician Marisa Kirisame, characterized by both rivalry and friendship. The two have frequently partnered throughout the Windows canon, working together as the "Magic Team" in Imperishable Night and with Alice supporting Marisa in Subterranean Animism. In the former, Alice recruited Marisa specifically because she was "used to" resolving incidents, offering some of her grimoires as compensation. In the latter, Alice communicates with Marisa through her dolls to assist during the adventure. They have also crossed paths in Perfect Cherry Blossom, Immaterial and Missing Power, Scarlet Weather Rhapsody, and Touhou Hisoutensoku.
They both have a friendly rivalry. They argue over who is the better magician, who takes incident-solving more seriously (with Alice chiding Marisa's lack of seriousness and Marisa retorting that Alice "cannot do anything but say her name" in Imperishable Night) and frequently trade insults. Notably, this bickering appears to soften somewhat after Imperishable Night.
Beneath the rivalry lies genuine friendship. In the Magic Team's bad ending, Alice sleeps next to Marisa at the latter's house. She also tags along during Marisa's escapes in other endings and once recommended Marisa's shop to the Three Fairies of Light when they needed youkai extermination. Additionally, Marisa demonstrated care for Alice by looking after her when she was left unconscious after an attack by Mizuchi Miyadeguchi in Foul Detective Satori.
Despite Marisa's tendency to "borrow" books from Patchouli's library, Sakuya has shown on several occasions (primarily in endings) to be quite friendly with her, going so far as to serve her snacks and tea while hiding her from an irate Patchouli. This may explain Patchouli's low "catness" rating in Immaterial and Missing Power.
Flandre's conversation with Marisa in Embodiment of Scarlet Devil leaves the impression that the two are quite friendly. However, Marisa later commented: "Sometimes when I sneak into the Scarlet Devil Mansion, I run into the little sister. I had to slip by without drawin' her attention, but after goin' through all that to get into the place, I was hopin' I wouldn't run into her."
Which implies she normally tries to avoid her, though this is likely due to not wanting to be caught more then anything.
Name: Marisa Kirisame[6]
Titles
Origin: Touhou
Overall Series: Touhou Project
First Appearance: Touhou Project: Story of Eastern Wonderland
Latest Appearance: Touhou Project: Fossilized Wonder (Latest timeline appearance in games), Touhou Koumakyou ~ the Embodiment of Scarlet Devil New Classic (Latest chronological release appearance)
Company: Shanghai Alice Reprise, Team Shanghai Alice, ZUN Soft
Creator: ZUN
Actor: The following voice acted roles are all from fan-made series not apart of any canonical Touhou works.
Gender: Female
Sexuality: Homosexual (Reimu flirted with Marisa to "give her something" causing Marisa to blush[14]. Noted that ZUN is ReiMari's (Reimu x Marisa) biggest supporter[15])
Pronouns: She/Her
Handedness: Right-Handed
Age
Birthday: Unknown
Time Period: Modern Time (It's noted in Immaterial and Missing Powers Marisa's character setting that she holds a personal cellphone[21]), the world of Gensokyo itself is in a non-linear time period
Timeline: Main Timeline
Homeworld: Earth (Of the Gensokyo reality)
Residence: Forest of Magic[6]
Story Role: Supporting Protagonist, Main Protagonist, Playable Fighter, Supporting Antagonist, Boss
Legacy: Global Legacy in Gensokyo (Marisa is well-known throughout Gensokyo as a resident of the Forest of Magic, normally if one cannot find Reimu for help they will go to Marisa instead)
Influence: Event Influence (Marisa has aided in various different incidents ever since Lotus Land Story, helping solve them)
Language: Japanese
Ethnicity: Japanese
Religion: High Amounts of Faith (Marisa is noted that she has a surprisingly high amount of faith, though it's not noted to which exact precint[22])
Classification: Witch, Mima's Loyal Servant
Species: Human
State of Being: Regular
Physiology: Humanoid Physiology
In-Universe Creator: Unknown
Occupation: Magician[23], Kirisame Magic Shop Owner[24], Thief[25], Incident Solver
Combat Style: Magical Danmaku (It is noted that Marisa's combat style specializes in high firepower[6])
Affiliations: Mima, Reimu Hakurei, Youkai, Non-Humans, Yukari Yakumo, Sanae Kochiya, Rinnosuke Morichika, Sumireko Usami, Suika Ibuki, Aya Shameimaru, Kasen Ibaraki, Three Fairies of Light, Kosuzu Motoori, Aunn Komano, Shinmyoumaru Sukuna
Enemies: Youkai, Non-Humans, Reimu Hakurei (Formerly), Yukari Yakumo (Formerly), Sanae Kochiya (Formerly), Sumireko Usami (Formerly), Shinmyoumaru Sukuna (Formerly), Mima (Formerly)
Height: Fairly Short (It's noted by ZUN that he does not have an official height listed for characters, though generally speaking they are about as tall as height of a human in her late teens or older)[26]
Weight: Unknown
Status: Alive
Threat Level: Global Threat in Story of Eastern Wonderland (Mima's goal is to exact revenge on the entire human race[36], which Marisa was helping her with)
Archetype: False Hero / Mage / Minion (Formerly)
Tabber Information: This tabber covers the entirety of the PC-98 era of the Touhou Games, back when the game were made with the PC-98 engine in mind.
Key: Story of Eastern Wonderland | Phantasmagoria of Dim.Dream | Lotus Land Story | Mystic Square
Key Information
Grade: S
Tier:
10-B physically, Far Higher with Spiritual Power
Cardinality: Finite
Dimensionality: 3-D
Average Human level physically (It's noted that Marisa has good speed and power but poor melee technique and has a lack of physical strength[34]), Far Higher with Spiritual Power (Marisa can control some devastating magic[7]. Spiritual Power is the main power source for how characters are able to fight, all of their attacks normally drain spirit and even blocking attacks drains spirit[37], where if they're out of spirit they cannot use bullets, special moves, or spell cards[38], where spiritual power is in the same layer as magic[39]. Noted how even Yumemi Okazaki's scientific magic truly pales in comparison with the real thing[40], which Yumemi noted to not make light of the power of her science as she could blow up the planet at any moment[41]). Can ignore covnentional durability with Magic (Magic exists outside of the Grand Unified Theory[42], a theory with any model that merges electromagnetic, weak, and strong forces into a single force at high energies, unifying gravity with the electronuclear interaction, providing a more comprehensive theory of everything. Yumemi explains that on her world, all power can be explained by the Grand Unified Theory, however she posits an existence of a power not covered by the Theory: the power of magic[43]. Yumemi also explains that in the world of Gensokyo, magic unifies everything[44]. Magic is noted by Yumemi to have close ties with religion[45]. The second layer of reality is spirit and magic, while the first layer is where all things within the laws of physics presides, putting attacks with magic outside of the conventional laws of physics[39])
Average Human level physically , Higher with Spiritual Power (Spiritual Power is what protects fighters from other spiritual attacks[64], where if they're out of spirit they cannot use bullets, special moves, spell cards or block attacks[65], where spiritual power is in the same layer as magic[39]), Even Higher with Reactive Power Level
Average Human Class
Average Human Class
Average Human Speed on foot, Superhuman with broom (Her broom should be comparable in speed to Reimu flying on Genji, who can reach across long distances that Reimu can't herself due to him being able to fly[69])
Superhuman (Comparable to Reimu Hakurei who can tag Meira who in her third phase moves so fast she leaves behind afterimages[70]). Magic Attacks lack a defined speed (Magic exists outside of the Grand Unified Theory[71], a theory with any model that merges electromagnetic, weak, and strong forces into a single force at high energies, unifying gravity with the electronuclear interaction, providing a more comprehensive theory of everything. Yumemi explains that on her world, all power can be explained by the Grand Unified Theory, however she posits an existence of a power not covered by the Theory: the power of magic[72]. Yumemi also explains that in the world of Gensokyo, magic unifies everything[73]. Magic is noted by Yumemi to have close ties with religion[74])
Superhuman (Comparable to Reimu Hakurei who can react to Meira who in her third phase moves so fast she leaves behind afterimages[76])
Stamina: Superhuman (In Marisa's story, to decide[77] who was[78] the strongest[79], all the[80] girls fought[81] against[82] each other[83], with Marisa defeating the likes of: Kana Anaberal, Ellen, Reimu Hakurei, Kotohime, Rikako Asakura, Mima, and a clone of herself. After proving to be the strongest she went to enter the ruins and[84] fought[85] against[86] Chiyuri Kitashirakawa & Yumemi Okazaki without showing any signs of tiring)
Range: Standard Melee, At least Kilometers with Curtain Fire (Can warp the entire battleground with a massive circular push[87]. Can fire a multituide of projectiles while traveling around the sky[88]. Can send out dozens of energy projectiles at once that travel across the screen[89]. Can summon four orbs that all shoots out dozens of projectiles in all directions at once[90]. Can shoot out stars that travel in different arcs across the screen[91])
Tabber Information: This tabber covers the entirety of the First Windows era of the Touhou Games, the earlier games of Touhou Project ranging from the Embodiment of Scarlet Devil to Phantasmagoria of Flower View.
Key: Embodiment of Scarlet Devil | Perfect Cherry Blossom | Immaterial and Missing Power | Imperishable Night | Phantasmagoria of Flower View
Key Information
Grade: S
Tier:
10-B physically, Far Higher with Spiritual Power
Cardinality: Finite
Dimensionality: 3-D
Average Human level physically (It's noted that Marisa has good speed and power but poor melee technique and has a lack of physical strength[34]), Far Higher with Spiritual Power (Marisa's magic is considered very destructive to the point that it makes her a skilled youkai exterminator, noting that the magic has the same effect regardless of the target being human or youkaiCite error: Closing </ref> missing for <ref> tag, a theory with any model that merges electromagnetic, weak, and strong forces into a single force at high energies, unifying gravity with the electronuclear interaction, providing a more comprehensive theory of everything. Yumemi explains that on her world, all power can be explained by the Grand Unified Theory, however she posits an existence of a power not covered by the Theory: the power of magic[92]. Yumemi also explains that in the world of Gensokyo, magic unifies everything[93]. Magic is noted by Yumemi to have close ties with religion[94]. The second layer of reality is spirit and magic, while the first layer is where all things within the laws of physics presides, putting attacks with magic outside of the conventional laws of physics[39])
Average Human level physically, Far Higher with Spiritual Power, Even Higher with Reactive Power Level
Average Human Class
Average Human Class
Average Human Speed on foot, Superhuman flight (Comparable to Reimu Hakurei who flew from her shrine to the Scarlet Mansion in a short timeframe[103])
Superhuman. Magic Attacks lack a defined speed ([1][104]), Magic exists outside of the Grand Unified Theory[105], a theory with any model that merges electromagnetic, weak, and strong forces into a single force at high energies, unifying gravity with the electronuclear interaction, providing a more comprehensive, theory of everything, Yumemi explains that on her world, all power can be explained by the Grand Unified Theory, however she posits an existence of a power not covered by the Theory: the power of magic[106], Yumemi also explains that in the world of Gensokyo, magic unifies everything[107], Magic is noted by Yumemi to have close ties with religion[108]
Stamina: Superhuman (Fought against[110], several opponents[111], over the course of[112], three days[113], without showing[114], any signs of tiring[115] or resting[116]. Travled[117] around[118] solving[119] the[120] eternal night[121] incident[122] over the[123] course of several[124] hours[125] without[126] showing[127] signs[128] of[129] tiring[130])
Range: Standard Melee, At least Kilometers with Curtain Fire (Her attacks can cover the entire sky, blocking out the moon[131]. Marisa fires out multiple stars that spreads across the entire sky[132]. Shoots out a multitude of energy projectiles from all directions that move out at a fast pace[133]. Shoots out multiple stars and glyphs that spawns projectiles that immedieatly travel outwards and covers the entire screen[134]), Planetary with Final Spark and Double Spark (When Yorihime reflected the double spark it was sent back to Earth with Marisa noting it's going to turn some heads on Earth with Yorihime noting they only won't notice it due to humans placing a great mirror on the light side of the moon[135]), possibly Interplanetary with Magic Space "Asteroid Belt" (This spell card claims it makes an asteroid belt that's big enough to separate planets[136])
Tabber Information: This tabber covers the entirety of the Second Windows era of the Touhou Games, this era starts with Mountain of Faith, which introduced a new game engine[137] and started the interconnected plots from Mountain of Faith to Hopeless Masquerade.
Key: Mountain of Faith | Scarlet Weather Rhapsody | Subterranean Animism | Undefined Fantastic Object | Ten Desires | Hopeless Masquerade
Key Information
Grade: S
Tier:
10-B physically, Far Higher with Spiritual Power
Cardinality: Finite
Dimensionality: 3-D
Average Human level physically (It's noted that Marisa has good speed and power but poor melee technique and has a lack of physical strength[34]), Far Higher with Spiritual Power. Can ignore conventional durability with Magic (Magic exists outside the Grand Unified Theory[138])
Average Human level physically, Far Higher with Spiritual Power, Even Higher with Reactive Power Level
Average Human Class
Average Human Class
Average Human Speed on foot, Superhuman flight
Superhuman. Speed of Light with Light Sign "Earthlight Ray" (This spell card has Marisa shoot was defined as "Earth's light" and that it looks like a "search-light"[109]). Magic attacks lack a defined speed
Stamina: Superhuman (Fought against[149], several opponents[150], over the course of[151], three days[152], without showing[153], any signs of tiring[154] or resting[155]. Travled[156] around[157] solving[158] the[159] eternal night[160] incident[161] over the[162] course of several[163] hours[164] without[165] showing[166] signs[167] of[168] tiring[169])
Range: Standard Melee, At least Kilometers with Curtain Fire (Her attacks can cover the entire sky, blocking out the moon[170]. Marisa fires out multiple stars that spreads across the entire sky[171]. Shoots out a multitude of energy projectiles from all directions that move out at a fast pace[172]. Shoots out multiple stars and glyphs that spawns projectiles that immedieatly travel outwards and covers the entire screen[173]), Planetary with Final Spark and Double Spark (When Yorihime reflected the double spark it was sent back to Earth with Marisa noting it's going to turn some heads on Earth with Yorihime noting they only won't notice it due to humans placing a great mirror on the light side of the moon[174]), possibly Interplanetary with Magic Space "Asteroid Belt" (This spell card claims it makes an asteroid belt that's big enough to separate planets[136])
Tabber Information: This tabber covers the entirety of the Third Windows era of the Touhou Games, this era starts with Hopeless Masquerade, which has a unique plot unrelated to Mountain of Faith to Hopeless Masquerade's plots, making it the official start of the third generation.
Key: Double Dealing Character | Urban Legend in Limbo | Legacy of Lunatic Kingdom | Antinomy of Common Flowers | Hidden Star in Four Seasons | Wily Beast and Weakest Creature | Sunken Fossil World | Unconnected Marketeers | 100th Black Market | Unfinished Dream of All Living Ghost | Fossilized Wonders
Key Information
Grade: S
10-B physically, Far Higher with Spiritual Power
Cardinality: Finite
Dimensionality: 3-D
Average Human level physically (It's noted that Marisa has good speed and power but poor melee technique and has a lack of physical strength[34]), Far Higher with Spiritual Power. Can ignore conventional durability with Magic (Magic exists outside the Grand Unified Theory[175])
Average Human level physically, Far Higher with Spiritual Power
Average Human Class
Average Human Class
Average Human Speed on foot, Superhuman flight (Comparable to Reimu Hakurei who flew from her shrine to the Scarlet Mansion in a short timeframe[180])
Superhuman. Speed of Light with Light Sign "Earthlight Ray" (This spell card has Marisa shoot was defined as "Earth's light" and that it looks like a "search-light"[109]). Magic Attacks lack a defined speed
Stamina: Superhuman (Fought against[181], several opponents[182], over the course of[183], three days[184], without showing[185], any signs of tiring[186] or resting[187]. Travled[188] around[189] solving[190] the[191] eternal night[192] incident[193] over the[194] course of several[195] hours[196] without[197] showing[198] signs[199] of[200] tiring[201])
Range: Standard Melee, At least Kilometers with Curtain Fire (Her attacks can cover the entire sky, blocking out the moon[202]. Marisa fires out multiple stars that spreads across the entire sky[203]. Shoots out a multitude of energy projectiles from all directions that move out at a fast pace[204]. Shoots out multiple stars and glyphs that spawns projectiles that immedieatly travel outwards and covers the entire screen[205]), Planetary with Final Spark and Double Spark (When Yorihime reflected the double spark it was sent back to Earth with Marisa noting it's going to turn some heads on Earth with Yorihime noting they only won't notice it due to humans placing a great mirror on the light side of the moon[206]), possibly Interplanetary with Magic Space "Asteroid Belt" (This spell card claims it makes an asteroid belt that's big enough to separate planets[136])
Intelligence: Genius Intelligence (As the nature of a magician, Marisa is very intelligent[7], being also noted in her profiles from Lotus Land Story[56] and Mystic Square[8]. Noted in her Embodiment of Scarlet Devil profile that her wits are sharp[5]. Notes that she can easily recite all the digits of pi[207])
Master level in magic (Marisa is in truth a hard worker and her immense power is a result of her secret training as a way to catch up with Reimu whose talent alone allows her to exceed Marisa[4], giving her a great knowledge over magic. Noted that her motivation in life is developing uses for magic that aren't beneficial to society and are also eco-friendly[3], along with her aim during Imperishable Night being to create a new elixir[3], eventually making it with the only issue being it was too large for consumption[208]. Marisa constantly researches magic[34]. From her own quote, she notes that Perfect Possession was a lot easier to learn then she thought[11])
Projectile Dodging
At least Master level
(Can dodge around screen-filling curtain fire while being forcibly kept in a small space[209]. Can avoid a gigantic laser and dodge the after fire from energy bullets forcibly keeping her in the small left or right corners[210])
Combat
At least Master level
(Fought and defeated the vampire guardian[236] Kurumi, who noted that she defeated every single intruder that has come without exception[237]. Fought and defeated Alice Margatroid, even while her two dolls were defending her from attacks[238], with Alice later coming back as a far stronger magician using a grimoire and still being easily defeated by Reimu[239]. Fought and defeated Yumeko[240], which Shinki noted that out of everything she created Yumeko was of the highest calibur[241])
(Marisa is noted to have a natural talent for great firepower[10]. Fought and defeated Patchouli Knowledge[242], and then defeated her in a rematch where she was at good health and using her "speical magic"[243]. Fought against and defeated[244], several opponents[245], over the course of[246], three days[247], without showing[248], any signs of tiring[249] or resting[250]. Fought and defeated Komeiji Satori[251], a youkai[252] that can hear everything one is thinking[253] and read their heart[254] knowing everything one remembers and having her do battle against her own feelings[255]. Fought and defeated Toyosatomimi no Miko[256], who had already seen through all of one's actions[257] in the past, present and future[258]. Fought and defeated Mamizou[259] in a ten-game match of danmaku transforamtions[260]. Fought and defeated the Moon style of fighting[261], where not even taking a single hit is allowed[262]. Cleared the entirety of Legacy of Lunatic Kingdom without getting hit once[263], which it's noted by ZUN they canonically did it without using the Ultramarine Elixir Orb[264], where it was noted by Eirin that no human could possibly compete with the Lunarians without the use of the Ultramarine Elixir Orb[265])
Increases shot power by 1[731].
The higher on the screen it is collected, the more the score will increase.
Increases shot power by 10.
Increases the Dream Gauge.
Grants 1 additional bomb.
Grants 1 additional bomb[732].
Grants 1 additional life.
Grants maximum power.
| Name | Translated | Comments | Works | Stage |
|---|---|---|---|---|
| 魔符「スターダストレヴァリエ」 | Magic Sign "Stardust Reverie" | Related: Sign I "Stardust Reverie" Comet "Blazing Star" Black Magic "Event Horizon" |
EoSD PCB IaMP IN PoFV SWR SSiB |
Use Use Use St. 4B: E/N Use Use Ch.15 |
| 恋符「マスタースパーク」 | Love Sign "Master Spark" | Possibly inspired by Yuuka Kazami (LLS) Related: Sign III "Master Spark" Magicannon "Final Spark" Loving Heart "Double Spark" Love Sign "Master Spark-like Flashlight" |
EoSD PCB IaMP IN IN SWR UFO TD GoM HM ULiL LoLK AoCF WBaWC |
Use Use Use Use St. 4B: E/N Use Use Use — Use Use Use Use Use |
| 魔符「ミルキーウェイ」 | Magic Sign "Milky Way" | Related: Magic Space "Asteroid Belt" | PCB IN GoM |
Use St. 4B: E/N — |
| 恋符「ノンディレクショナルレーザー」 | Love Sign "Non-Directional Laser" | Inspired by Patchouli (EoSD) See IN comments Related: Patchouli's non-SC; Love Storm "Starlight Typhoon" |
PCB IN Soku |
Use St. 4B: E/N Use |
| 魔砲「ファイナルスパーク」 | Magicannon "Final Spark" | IaMP IN IN SWR SSiB |
Use Use St. 4B: N/H Use Ch.15 | |
| 彗星「ブレイジングスター」 | Comet "Blazing Star" | Related: "Blazing Star" "Blazing Star-like Tag" |
IaMP SWR DS HM ULiL AoCF |
Use Use St. Ex Use Use Use |
| 儀符「オーレリーズサン」 | Apparatus Sign "Orrery's Sun" | Inspired by Mima (SoEW) Related: Celestial Apparatus "Orrery's Solar System", Celestial Apparatus "Orrery's Universe", Star Sign "Satellite Illusion" |
IaMP SWR |
Use Use |
| 天儀「オーレリーズソーラーシステム」 | Celestial Apparatus "Orrery's Solar System" | Inspired by Mima (SoEW) | IaMP DS |
Use St. Ex |
| 符の壱「スターダストレヴァリエ」 | Sign I "Stardust Reverie" | IaMP | Story | |
| 符の弐「アステロイドベルト」 | Sign II "Asteroid Belt" | IaMP | Story | |
| 符の参「マスタースパーク」 | Sign III "Master Spark" | IaMP | Story | |
| 星符「ドラゴンメテオ」 | Star Sign "Dragon Meteor" | IaMP SWR GoM |
Story Use — | |
| 魔空「アステロイドベルト」 | Magic Space "Asteroid Belt" | Related: Sign II "Asteroid Belt" | IN | St. 4B: H/L |
| 黒魔「イベントホライズン」 | Black Magic "Event Horizon" | IN GoM SSiB |
St. 4B: H/L — Ch.15 | |
| 恋風「スターライトタイフーン」 | Love Storm "Starlight Typhoon" | IN | St. 4B: H/L | |
| 恋心「ダブルスパーク」 | Loving Heart "Double Spark" | IN SSiB |
St. 4B: H/L Ch.15 | |
| 光符「アースライトレイ」 | Light Sign "Earthlight Ray" | Related: Light Blast "Shoot the Moon" | IN Soku |
St. 4B: E/N Use |
| 光撃「シュート・ザ・ムーン」 | Light Blast "Shoot the Moon" | Related: Light Blast "Shoot the Little Moon" | IN GoM |
St. 4B: H/L — |
| 魔砲「ファイナルマスタースパーク」 | Magicannon "Final Master Spark" | IN | St. 4B: L | |
| 「ブレイジングスター」 | "Blazing Star" | IN GoM |
LW — | |
| 魔符「スターダスト」 | Magic Sign "Stardust" | PoFV | Use | |
| 魔符「イリュージョンスター」 | Magic Sign "Illusion Star" | PoFV | Use | |
| 星符「エスケープベロシティ」 | Star Sign "Escape Velocity" | SWR | Use | |
| 星符「メテオニックシャワー」 | Star Sign "Meteonic Shower" | SWR | Use | |
| 光符「ルミネスストライク」 | Light Sign "Luminous Strike" | SWR | Use | |
| 邪恋「実りやすいマスタースパーク」 | Perverse Love "Easily-Fruitful Master Spark" | SWR SWR |
Use Story | |
| 星符「ポラリスユニーク」 | Star Sign "Polaris Unique" | SWR | Story | |
| 天儀「オーレリーズユニバース」 | Celestial Apparatus "Orrery's Universe" | SWR | Story | |
| 魔符「アルティメットショートウェーブ」 | Magic Sign "Ultimate Shortwave" | Magic Sign is a guess. | UFO | Use |
| 星符「グラビティービート」 | Star Sign "Gravity Beat" | Soku | Use | |
| 魔廃「ディープエコロジカルボム」 | Magic Waste "Deep Ecological Bomb" | Soku | Use | |
| 星符「エキセントリックアステロイド」 | Star Sign "Eccentric Asteroid" | Soku | Story | |
| 流光「シューティングエコー」 | Light Flow "Shooting Echo" | Soku | Story | |
| 魔符「マジカルR360」 | Magic Sign "Magical R360" | Soku | Story | |
| 星符「オールトクラウド」 | Star Sign "Oort Cloud" | DS | St. Ex | |
| 光符「ミステリアスビーム」 | Light Sign "Mysterious Beam" | GFW | St. Ex | |
| 光撃「シュート・ザ・リトルムーン」 | Light Blast "Shoot the Little Moon" | GFW | St. Ex | |
| 魔弾「テストスレイブ」 | Magic Bullet "Test Slave" | GFW | St. Ex | |
| 閉符「ビッグクランチ」 | Closure Sign "Big Crunch" | GFW | St. Ex | |
| 恋符「マスタースパークのような懐中電灯」 | Love Sign "Master Spark-like Flashlight" | GFW GoU |
St. Ex — | |
| 魔開「オープンユニバース」 | Unsealed Magic "Open Universe" | GFW | St. Ex | |
| 魔十字「グランドクロス」 | Magic Cross "Grand Cross" | GFW | St. Ex | |
| 流星「スーパーペルセイド」 | Shooting Star "Super Perseid" | GFW | St. Ex | |
| 「ブレイジングスターのような鬼ごっこ」 | "Blazing Star-like Tag" | GFW | St. Ex | |
| 「妖精尽滅光」 | "Fairy Destruction Ray" | GFW | St. Ex | |
| 星符「サテライトイリュージョン」 | Star Sign "Satellite Illusion" | HM ULiL AoCF |
Use Use Use | |
| 「サングレイザー」 | "Sungrazer" | HM | Use-LW | |
| 星符「ミリ秒パルサー」 | Star Sign "Millisecond Pulsar" | HM | Story | |
| 魔符「ブレイズアウェイ」 | Magic Sign "Blaze Away" | HM | Story | |
| 妖器「ダークスパーク」 | Bewitched Weapon "Dark Spark" | DDC | Use | |
| マジックアブソーバー | Magic Absorber | No quotation marks in name | DDC | Use |
| 恋符「ワイドマスター」 | Love Sign "Wide Master" | ISC | St. 7 | |
| 恋符「マシンガンスパーク」 | Love Sign "Machine Gun Spark" | ISC GoU |
St. 7 — | |
| *ステキ!厠の花子さん!* | *Lovely! Ms. Hanako of the Toilet!* | ULiL AoCF |
Use-LW Use-LW | |
| 星符「オカルテイション」 | Star Sign "Occultation" | ULiL | Story | |
| *呪われた歴代校長の肖像* | *Cursed Portraits of Past Principals* | ULiL | Story | |
| *夜の学校怪談行脚* | *Nighttime School Horror Story Pilgrimage* | ULiL | Story | |
| 星恋符「スプリンクルスター&ハート」 | Star Love Sign "Sprinkle Star & Heart" | Co-owner with Koishi | AoCF | Story |
| 拳星符「入道叢雲スレイブスパーク」 | Fist Star Sign "Nyuudou Murakumo Slave Spark" | Co-owner with Ichirin | AoCF | Story |
| 星霊符「スプリンクルスター封印」 | Star Spirit Sign "Sprinkle Star Seal" | Co-owner with Reimu | AoCF | Story |
| 針星符「月卿を封じる針スパーク」 | Needle Star Sign "Needle Spark to Seal the Lunar Nobles" | Co-owner with Reimu | AoCF | Story |
| 星符「アステロイドベルトナイトメア」 | Star Sign "Asteroid Belt Nightmare" | Used by Marisa's Dream World self | AoCF | Story |
| 恋符「マスタースパークフローズン」 | Love Sign "Master Spark Frozen" | Related: Love Sign "Master Spark" | HSiFS | Use |
| 「盗撮者調伏マスタースパーク」 | "Sneak-Photographer's Exorcism Master Spark" | Co-owner with Reimu | VD | Nightmare Saturday - 2 |
| 「弾幕結界を撃ち抜け!」 | "Shoot the Danmaku Barrier!" | Co-owner with Yukari | VD | Nightmare Saturday - 4 |
| 「卑怯者マスタースパーク」 | "Coward's Master Spark" | Co-owner with Okina | VD | Nightmare Saturday - 5 |
| 森符「バイオレントトリコローマ」 | Forest Sign "Violent Tricholoma" | SFW | Story | |
| 火符「バイオレントカエンタケ」 | Fire Sign "Violent Cornu-Damae" | SFW | Story | |
| 星符「シュート・ザ・ビースト」 | Star Sign "Shoot the Beast" | UDoALG | Use | |
| 星符「シュート・ザ・ビーストキング」 | Star Sign "Shoot the Beast King" | UDoALG | Use |
|
命のカード |
Life Card | |
|
スペルのカード |
Spell Card | |
|
欠けた命のカード |
Fragmented Life Card | |
|
欠けたスペルのカード |
Fragmented Spell Card | |
|
勝手に天下の回り物 |
Money Comes and Goes On its Own[733] | |
|
鈴瑚印の団子 |
Ringo-Brand Dango | |
|
不死鳥の尾 |
Phoenix's Tail |
|
陰陽玉 |
Yin-Yang Orb | |
|
陰陽玉(針) |
Yin-Yang Orb (Needle) | |
|
ミニ八卦炉 |
Mini-Hakkero | |
|
ミニ八卦炉(ミサイル) |
Mini-Hakkero (Missile) ...There was a time when I thought as much, too. | |
|
メイドナイフ |
Maid Knife You are not qualified to be a maid | |
|
メイドナイフ(跳弾) |
Maid Knife (Ricochet) Your shot becomes flashier, which feels great. | |
|
無事かえるお守り |
Safe Return Amulet[739] | |
|
蛇の抜け殻入りお守り |
Shed Snakeskin Amulet | |
|
半霊の半分 |
Half-Half Ghost | |
|
上海人形 |
Shanghai Doll | |
|
アイスフェアリー |
Ice Fairy | |
|
背中の扉 |
Back Door | |
|
鬱陶しいUFO |
Annoying UFO | |
|
太古の勾玉 |
Ancient Magatama |
|
空白のカード |
Blank Card[742] | |
|
守銭奴の教訓 |
Miser's Advice | |
|
神山への供物 |
Offerings to a Sacred Mountain | |
|
死穢回避の薬 |
Death Avoidance Elixir | |
|
幸運うさぎの足 |
Lucky Rabbit's Foot | |
|
弱肉強食の理 |
Law of the Survival of the Fittest | |
|
法力経典 |
Sutra of Dharmatic Power | |
|
小石ころ帽子 |
Pebble Hat[747] | |
|
はじける赤蛙 |
Bursting Red Frog | |
|
疾風の下駄 |
Gale Geta | |
|
偶像防衛隊 |
Idol Defense Corps | |
|
かぐや姫の隠し箱 |
Princess Kaguya's Secret Stash | |
|
頼りになる弟子狸 |
Reliable Tanuki Apprentice | |
|
弾幕の亡霊 |
Danmaku Ghost | |
|
鬼傑組長の脅嚇 |
Kiketsu Matriarch's Threat | |
|
地獄の沙汰も金次第 |
Money Is The Best Lawyer In Hell[750] | |
|
肉体強化地蔵 |
Physical Enhancement Jizo | |
|
転ばぬ先のスペル[751] |
Spell Before The Fall | |
|
商売上手な招き猫 |
Lucky Cat with Good Business Skills | |
|
山童的買い物術 |
Yamawaro Shopping Technique | |
|
ドラゴンキセル |
Dragon Pipe | |
|
暴食のムカデ |
Gluttonous Centipede | |
|
空色の勾玉 |
Sky-Blue Magatama[758] |
|
画面の境界 |
Screen Border | |
|
打ち出の小槌 |
Miracle Mallet | |
|
忍耐の要石 |
Keystone of Endurance | |
|
狂気の月 |
Moon of Madness | |
|
やんごとなき威光 |
Esteemed Authority | |
|
ヴァンパイアファング |
Vampire Fang | |
|
地底の太陽 |
Underground Sun | |
|
アイテムの季節 |
Item Season | |
|
重低音バスドラム |
Heavy Bass Drum | |
|
サイコキネシス |
Psychokinesis | |
|
霊力の標本瓶 |
Spirit Power Sample Bottle | |
|
大天狗の麦飯 |
Great Tengu's Barley Rice |
|
勝手に天下の回り物 |
Money Comes and Goes On its Own | |
|
勝手に天下の回り物 |
Money Comes and Goes On its Own | |
|
命のカード |
Life Card | |
|
クリエイターなら容易な事 |
No Problem for a Creator! | |
|
煤けた団扇 |
Soot-covered Uchiwa | |
|
数えたくなる羊 |
Sheep You Want to Count |
|
陰陽玉 |
Yin-Yang Orb | |
|
陰陽玉(針) |
Yin-Yang Orb (Needle) | |
|
ミニ八卦炉 |
Mini-Hakkero | |
|
ミニ八卦炉(ミサイル) |
Mini-Hakkero (Missile) | |
|
メイドナイフ |
Maid Knife | |
|
メイドナイフ(跳弾) |
Maid Knife (Ricochet) | |
|
無事かえるお守り |
Safe Return Amulet[767] | |
|
蛇の抜け殻入りお守り |
Shed Snakeskin Amulet | |
|
半霊の半分 |
Half-Half Ghost | |
|
半霊のスペア |
Spare Half-Ghost | |
|
上海人形 |
Shanghai Doll | |
|
アイスフェアリー |
Ice Fairy | |
|
静かなる輝き |
Quiet Twinkling | |
|
狂おしい静寂 |
Lunatic Silence | |
|
賑やかな無力 |
Exuberant Powerlessness | |
|
刺激的な鱗粉 |
Stimulating Scales | |
|
山姥の包丁 |
Yamanba's Kitchen Knife | |
|
舞い降りた兎 |
The Rabbit That Landed[774] | |
|
背中の扉 |
Back Door | |
|
鬱陶しいUFO |
Annoying UFO | |
|
太古の勾玉 |
Ancient Magatama | |
|
偶像防衛隊 |
Idol Defense Corps | |
|
攻撃的な宝塔 |
Offensive Jeweled Pagoda | |
|
自由気ままな生首 |
Freewheeling Severed Head | |
|
気ままな無脊椎動物 |
Laid-Back Invertebrate | |
|
ゆのみ霊夢 |
Teacup Reimu
| |
|
ゆのみ魔理沙 |
Teacup Marisa
|
|
空白のカード |
Blank Card | |
|
資本主義のジレンマ |
Capitalist's Dilemma | |
|
鈴瑚印の団子 |
Ringo-Brand Dango | |
|
肉体強化地蔵 |
Physical Enhancement Jizo | |
|
魔法使いの基礎勉強 |
Magician's Basic Study | |
|
法力経典 |
Sutra of Dharmatic Power | |
|
破壊の美学 |
Beauty of Destruction | |
|
龍の通り道 |
Dragon's Passage | |
|
けしかける狛犬 |
Unleash the Guardian Hounds[785] | |
|
疾風の下駄 |
Gale Geta | |
|
生命爆発の薬 |
Life Explosion Elixir | |
|
生命の豊穣 |
Bumper Crop of Life | |
|
不屈の脳筋 |
Indominable Meathead | |
|
不死鳥の尾 |
Phoenix's Tail | |
|
地獄の沙汰も金次第 |
Money Is The Best Lawyer In Hell | |
|
濡れた大蛇 |
Drenched Giant Snake[789] | |
|
守銭奴の教訓 |
Miser's Advice | |
|
神山への供物 |
Offerings to a Sacred Mountain | |
|
鬼傑組長の脅嚇 |
Kiketsu Matriarch's Threat | |
|
かぐや姫の隠し箱 |
Princess Kaguya's Secret Stash | |
|
詐欺うさぎの足 |
Scam Rabbit's Foot | |
|
小石ころ帽子[792] |
Pebble Hat | |
|
弾幕の亡霊 |
Danmaku Ghost | |
|
弱肉強食の理 |
Law of the Survival of the Fittest | |
|
はじける赤蛙 |
Bursting Red Frog | |
|
頼りになる弟子狸 |
Reliable Tanuki Apprentice | |
|
ドラゴンキセル |
Dragon Pipe | |
|
暴食のムカデ |
Gluttonous Centipede | |
|
酔狂の伊吹瓢 |
Drunkenly Whimsical Ibuki Gourd | |
|
商売上手な招き猫 |
Maneki-neko with Good Business Skills | |
|
山童的買い物術 |
Yamawaro Shopping Technique | |
|
命を焚く松明 |
Life-Burning Torch | |
|
抗いがたきジュリ扇 |
Irresistible Julie Fan[798] | |
|
純粋な自己肯定感 |
Pristine Self-Confidence | |
|
百回目のブラックマーケット |
Hundredth Black Market |
|
画面の境界 |
Screen Border | |
|
打ち出の小槌 |
Miracle Mallet | |
|
忍耐の要石 |
Keystone of Endurance | |
|
要石ミサイル |
Keystone Missile | |
|
狂気の月 |
Moon of Madness | |
|
やんごとなき威光 |
Esteemed Authority | |
|
ヴァンパイアファング |
Vampire Fang | |
|
地底の太陽 |
Underground Sun | |
|
アイテムの季節 |
Item Season | |
|
重低音バスドラム |
Heavy Bass Drum | |
|
サイコキネシス |
Psychokinesis | |
|
霊力の標本瓶 |
Spirit Power Sample Bottle | |
|
大天狗の麦飯 |
Great Tengu's Barley Rice | |
|
わかさぎの鱗 |
Smelt's Scales | |
|
正直すぎる道しるべ |
Too-Honest Signpost
| |
|
急がば三途の回り道 |
Hasty Detour of the Three Crossings
| |
|
ひらり布 |
Nimble Fabric[804] |
|
肉体強化地蔵 |
Physical Enhancement Jizo | |
|
陰陽玉 |
Yin-Yang Orb | |
|
ありがたい御札 |
Appreciated Talisman | |
|
ミニ八卦炉 |
Mini-Hakkero | |
|
蒐集家の教訓 |
Hoarder's Advice | |
|
けしかける狛犬 |
Unleash the Guardian Hounds[805] | |
|
見守る狛犬 |
Guardian Komainu | |
|
ペンデュラム |
Pendulum | |
|
ナズーリンロッド |
Nazrin Rods | |
|
舞い降りた月の兎 |
The Moon Rabbit That Landed | |
|
舞い降りた都会の兎 |
The City Rabbit That Landed | |
|
八坂神奈子のお守り |
Kanako Yasaka's Amulet | |
|
洩矢諏訪子のお守り |
Suwako Moriya's Amulet | |
|
化猫の式紙(前向き) |
Bakeneko's Shiki Paper (Front-Facing) | |
|
化猫の式紙(横向き) |
Bakeneko's Shiki Paper (Side-Facing) | |
|
幽霊運搬車 |
Phantom Transport Cart | |
|
ネコと和解せよ |
Make Peace With Cats[806] | |
|
狐入りの管(縦) |
Fox-Filled Tube (Vertical) | |
|
狐入りの管(横) |
Fox-Filled Tube (Horizontal) | |
|
移動する葉っぱ |
Mobile Leaf | |
|
ちょっと一服 |
Smoke Break | |
|
カワウソ頑張る |
Otterly Excited | |
|
カワウソびびる |
Otterly Nervous | |
|
勁牙組の威圧 |
Keiga Family's Pressure | |
|
勁牙組の厳しい上下関係 |
Keiga Family's Harsh Hierarchy | |
|
満腹動物霊 |
Full-Bellied Beast Spirits | |
|
捕食者の恐怖 |
Prey Animal's Terror | |
|
付いてくる瓢箪 |
Accompanying Gourd | |
|
常時酔拳 |
24/7 Drunken Fist | |
|
棒は投げられるもの |
Poles Are For Throwing | |
|
鬼傑組の肩書き |
Kiketsu Family Title | |
|
便利で危険なトラバサミ |
Useful & Dangerous Bear Trap | |
|
勁牙の仲間 |
Keiga Family Member | |
|
呪い尽された血 |
Curse-Soaked Blood | |
|
チュパカブラの人気 |
Chupacabra Popularity | |
|
屈辱の山葡萄 |
Amur Grapes of Disgrace | |
|
忌々しい黄泉の道 |
Loathsome Road to Yomi | |
|
無情の地 |
Heartless Land | |
|
攻撃こそ地獄の華 |
Aggression Is the Spice of Hell |
Marisa is a normal human with no innate abilities, but she possesses unusually high magic power for a human. She has trained herself in magic specializing in light and heat. She is an Eastern magician who takes a Western approach to magic, the opposite of Patchouli Knowledge.
Her magic has tremendous power and few weaknesses, but few non-destructive uses. She primarily uses it for flashy youkai extermination. Her magic makes for a good danmaku show, made possible through strenuous effort in creating layered effects. Most of her spells rely on power over finesse and are themed after stars and other astronomical phenomena. Unlike Reimu, her strength comes from hard work and training, something she goes to great lengths to hide.
Marisa collects various exotic mushrooms from the Forest of Magic. She boils, crushes, dries, and mixes them to create strange chemicals and medicine. Through trial and error, she finds patterns from which magic-like materials emerge. She records the details of each experiment in various handmade grimoires. Marisa states that her abilities draw power from the Forest of Magic itself.
Marisa is almost always depicted riding her broom when flying. She uses it because she believes it is an essential tool for a magician. In the PC-98 games, she is typically shown using a vine in place of her broom in boss appearances, with the notable exception of Phantasmagoria of Dim.Dream where she has illusionary wings and Shuusou Gyoku depicting her with angel wings. She has also shown to be able to fly without any object and can even use her broom as a swinging attack while flying.
Marisa takes pride in her speed, which is potentially among the fastest for a human. She moved several meters away from her own Double Spark fast enough to fire a second laser before the first reached Watasuki no Yorihime. Though it is only for a human as Aya Shameimaru is considered the fastest in Gensokyo, and Marisa appears to consider Aya a worthy challenger in terms of speed, even noting that it's impossible to land an attack on her. Her high speed is reflected in the games, usually by giving her the fastest or one of the fastest movement speeds.

Marisa has copied moves from other characters. Her Love Sign "Non-directional Laser" was copied from Patchouli Knowledge's regular attack. Other suggested stolen moves include Love Sign "Master Spark" resembling Yuuka Kazami's and Gengetsu's laser from Lotus Land Story, and her "Orreries Sun" resembling Mima's orreries, though no official evidence confirms these.
It is unknown if Marisa is inherently talented at imitating others' moves or if she simply manages through sheer effort. She uses her mini-Hakkero for the Master Spark, while Yuuka uses her version through other means. Marisa states she cannot imitate Kaguya Houraisan's spell cards as they require special items she does not possess.
This tendency to copy is not abnormal among magicians, who build upon the work of others. Marisa claims it is "magicians who build on observation", while Patchouli uses the pride of magicians to add original touches to others' work while preserving and respecting the original. However, other magicians such as Patchouli and Alice have not been depicted using imitations as blatantly as Marisa's spell cards.
Moving while holding down the shift key will result in a decrease of Marisa's movement speed to about half of what it is. There will be moments when there are too many enemy fire on the screen to the point where moving through them is impossible. In such cases, Marisa uses this focused movement to make danmaku dodging easier.
Otherwise called "bomb", a spirit attack that counters projectiles and enemy attacks while also making Reimu become invicible.
| Name | Translated | Comments | Games | Usage |
|---|---|---|---|---|
| 「マジックミサイル」 | "Magic Missile" | EoSD PCB TD LoLK WBaWC |
Type A Type A unfocused Focused Focused Focused | |
| 「イリュージョンレーザー」 | "Illusion Laser" | EoSD PCB PoFV MoF UFO TD DDC LoLK WBaWC |
Type B Type B focused Charge attack Type B Type A Unfocused Unfocused Unfocused Unfocused | |
| 「マジックナパーム」 | "Magic Napalm" | PCB | Type A focused | |
| 「ストリームレーザー」 | "Stream Laser" | PCB | Type B unfocused | |
| ミアズマスウィープ | Miasma Sweep | IaMP SWR |
623A/B Default 623B/C | |
| ウィッチレイライン | Witch Leyline | Buddhism-aligned | IaMP SWR HM ULiL AoCF |
214A/B Default 214B/C Equippable 6C 6C |
| グラウンドスターダスト | Ground Stardust | IaMP SWR |
41236A/B Default 22B/C | |
| 「スターダストミサイル」 | "Stardust Missile" | IN | ||
| 「アースライトレイ」 | "Earthlight Ray" | Related: Marisa's Light Sign "Earthlight Ray" (IN) | PoFV | EX attack |
| 「スプレッドスター」 | "Spread Star" | MoF | Type A | |
| 「コールドインフェルノ」 | "Cold Inferno" | MoF | Type C | |
| メテオニックデブリ | Meteonic Debris | SWR | Default 236B/C | |
| ラジアルストライク | Radial Strike | SWR | Alternate 214B/C | |
| バスキースウィーパー | Bosky Sweeper | SWR | Alternate 423B/C | |
| デビルダムトーチ | Devildom Torch | SWR | Alternate 22B/C | |
| ナロースパーク | Narrow Spark | SWR | Alternate 236B/C | |
| アップスウィープ | Up Sweep | SWR | Alternate 214B/C | |
| ステラミサイル | Stellar Missile | SWR | Alternate 623B/C | |
| グリーンスプレッド | Green Spread | SWR | Alternate 236B/C | |
| 「レインボーワイヤー」 | "Rainbow Wire" | Aided by Alice. | SA | Type A shot |
| 「リモートサクリファイス」 | "Remote Sacrifice" | Aided by Alice. | SA | Type A bomb |
| 「エブリアングルショット」 | "Every Angle Shot" | Aided by Patchouli. 5 different shots in one. | SA | Type B shot |
| 「ファイブシーズン」 | "Five Seasons" | Aided by Patchouli. | SA | Type B bomb |
| 「空中魚雷」 | "Aerial Torpedo" | Aided by Nitori | SA | Type C shot |
| 「オプティカルカモフラージュ」 | "Optical Camouflage" | Aided by Nitori. Related: Nitori's Optics "Optical Camouflage" (MoF) | SA | Type C bomb |
| スーパーショートウェーブ | Super Short-Wave | UFO | Type B | |
| マジカル産廃再利用ボム | Magical Waste-Recycling Bomb | Soku | Alternate 22B/C | |
| ライジングスウィープ | Rising Sweep | Buddhism-aligned | HM ULiL AoCF |
Equippable 2C 2C |
| ウィッチングブラスト | Witching Blast | Taoism-aligned Not named in ULiL or AoCF |
HM ULiL AoCF |
Equippable Charged B attack Charged B attack |
| ストラトフラクション | Strato Fraction | Shinto-aligned | HM ULiL AoCF |
Equippable 8C 8C |
| スウィープアサイド | Sweep Aside | Taoism-aligned | HM ULiL AoCF |
Equippable 4C 4C |
| パワフルドラッグ | Powerful Drug | Shinto-aligned | HM ULiL AoCF |
Equippable 5C 5C |
| ルミナリーショット | Luminary Shot | Taoism-aligned | HM | Equippable |
| 八卦ファイア | Eight Trigram Fire | DDC | Type A focused | |
| マジックドレインミサイル | Magic Drain Missile | DDC | Type B focused | |
| 実際にあった学校の恐怖 | School Horror that Really Happened | Aided by Occult Ball | ULiL AoCF |
A+B with Occult Ball A+B with Occult gauge |
| エクストリームウィンター | Extreme Winter | Aided by Okina Matara's back doors; also used by Reimu, Aya and Cirno | HSiFS | Fixed/Sub-type D |
| ヴァカンスの生命 | Vitality on Vacation | Aided by Okina Matara's back doors; also used by Reimu, Aya and Cirno | HSiFS | Sub-type E |

Note: The attacks listed here are charge attack and bombs from the game, with only their name listed, this is far before "spell cards" existed, thus there is not much info on their attacks.
| Name | Quote | Description | Example |
|---|---|---|---|
| General |
“
She's not that difficult without a BIT so make sure you don't die here. She uses 2 different attack patterns in a random order.
„
|
Marisa uses 2 different attack patterns in a random order when unequipped with satellites. | |
| Pattern 1 |
“
Fan-shaped line of scattering bullets
„
|
Marisa fires a fan-shaped line of scattering bullets. | |
| Pattern 2 |
“
Omnidirectional fire (Focused movement required)
„
|
Marisa fires omnidirectional bullets. |
| Name | Quote | Description | Example |
|---|---|---|---|
| General |
“
She uses 5 different attack patterns randomly when she's equipped with satellites. Each attack pattern has a way to deal with it... I can give a certain answer for the attack that rains star shaped bullets on you from the top of the screen. All you have to do is stay at the bottom right or bottom left of the screen, and avoiding the bullets will become easier. For all other attacks, just avoid the bullets on your own.
„
|
Marisa uses 5 different attack patterns randomly when equipped with satellites. | |
| Pattern 1 |
“
Multi-directional fire
„
|
Marisa fires multi-directional bullets. | |
| Pattern 2 |
“
32-directional fire × 4
„
|
Marisa fires 32-directional fire four times. | |
| Pattern 3 |
“
Raining stars from the top of the screen — All you have to do is stay at the bottom right or bottom left of the screen, and avoiding the bullets will become easier.
„
|
Marisa rains star-shaped bullets from the top of the screen. | |
| Pattern 4 |
“
Line of fire with changing angles
„
|
Marisa fires lines of fire with changing angles. | |
| Pattern 5 |
“
Scattering bullets (Focused movement required)
„
|
Marisa fires scattering bullets. |
| Name | Quote | Description | Example |
|---|---|---|---|
| General |
“
Upon destroying all of her satellites, it's possible to come under ridiculously heavy fire when you miss the right timing. Marisa will use these five types of attack randomly.
„
|
Upon destroying all of her satellites, Marisa uses five attack patterns randomly. | |
| Pattern 1 |
“
Aimed chain of fire
„
|
Marisa fires an aimed chain of fire. | |
| Pattern 2 |
“
Rapid fire from left towards right (Focused movement required)
„
|
Marisa fires rapid fire from left towards right. | |
| Pattern 3 |
“
Rapid fire from right towards left (Focused movement required)
„
|
Marisa fires rapid fire from right towards left. | |
| Pattern 4 |
“
Aimed high-speed bullets × 4
„
|
Marisa fires aimed high-speed bullets four times. | |
| Pattern 5 |
“
Fan-shaped line of scattering bullets (Focused movement required)
„
|
Marisa fires a fan-shaped line of scattering bullets. |

装備位置での前後でどの程度思い切り突っ込むか
アクセルの踏み込み加減を選ぶことができる
By equipping it at either the front or the back, you can choose to what degree of strength you'll charge forth with
or choose how much you'll step on the accelerator.
一度下にもぐりこむ軌道を取るが
この時もしっかり相手を攻撃することができる
光の軌跡が長く尾を引くこの技は
Though for a moment she takes a course that dips down,
even then can she get a surefire attack on her opponent.
This move that leaves a long trail of light is fantastic even in appearance
大爆発で周辺を吹き飛ばしてしまう
スロットで上下への角度調整が可能なので
The huge explosion blows away everything around it.
Since you can adjust the angle based on whether it's in the top of bottom slot,
流れ星となって降り注いで周囲を攻撃する
適当にばら撒く関係で落ちてくる弾の位置は
毎回安定しない欠点があるものの
上から下まで攻撃可能なこの技は痒い所に
become shooting stars and attack the surroundings in a downpour.
The positions of the bullets that fall rather haphazardly
are random each time it is used, and this instability is a downside,
but as it's able to attack from top to bottom, it's a good move
勢いを利用した乱打を行う完全な力技
最後は回転の勢いを利用して箒で一擊を加える
A perfect, powerful move that uses your own momentum to pummel the enemy.
Finally, the rotating momentum is put into a single strike with the broom.
投げられた瓶は一定時間で爆発する
衝擊に強い構造で地形にぶつかると跳ね返り
相まって変則的な狙い方も出来る
ちなみに接触起爆タイプもあるのだが
The thrown bottle will then explode after a fixed amount of time.
It can withstand impacts and rebounds when colliding with the terrain,
and based on where it is equipped you can throw it in various directions.
Putting those together, it can be aimed irregularly.
Incidentally, this is the type that explodes upon touch,
粉飾魔のチャージと連動して発射数が増加し
最大チャージ時はマジックミサイルの
発射元が設置箇所に残り打ち続ける
The number of missiles increases based on her current 'Decoration Magic' charge.
When at maximum charge, the point where the missiles are fired from
will remain in place and continue firing.
レーザーの展開までに間が必要なものの
威力と貫通性はほかの追随を許さない
It takes some time to develop the laser,
but its damage and penetrating effect make it unmatched by any other.
前方突撃に専念しすぎて
軌道調整は一切利かないが
突進中の魔理沙を止めることは不可能
She's too preoccupied with her forward assault,
so the trajectory cannot be adjusted at all,
but it's impossible to stop Marisa while she is charging.
近寄る相手を自動的に攻撃させ、使用すれば
ビット回転でのフィニッシュ攻撃になる
宣言時点で攻撃が始まるため、通常の
near your position, they will automatically attack approaching enemies.
If used well, you can perform a finishing move by spinning the satellites.
Note that since the attack begins right from declaration,
魔理沙が箒で敵を打ち上げ、無防備な相手へ最大出力の突進攻撃を仕掛ける
打ち上げ動作が速いわ無敵だわで超強力技
Marisa launches herself at her opponent on her broom, and commences a full-power charge attack at the defenseless opponent.
The launching motion is fast and invincible, so it's a super-powerful move.
Immaterial and Missing Power can be played using either a keyboard or a gamepad.
For Player 1 using a keyboard, the default controls are:
Character movement is represented using a numpad layout:
7 8 9
4 5 6
1 2 3
Special inputs are performed by quickly pressing a sequence of directions followed by a button. For example:
The number 5 indicates no directional input.
For keyboards without a numpad, diagonals are produced by pressing two directional keys simultaneously. For example, Down + Right = 3 on the numpad layout.
Button notation in most game documentation uses A/B/C/D, though older sources (like readme.txt) may use P/K/S instead:
Input: 6 The character is able to advance across the battlefield, allowing them to apply pressure, close distance, or reposition during combat.
Input: 4 The character can retreat to create space, disengage from pressure, or reposition defensively.
Input: 2 The character can lower their stance, granting access to low-profile actions and certain techniques while reducing their hit area against high attacks.
Input: 7, 8, & 9 The character can leap into the air in multiple trajectories, enabling aerial attacks, evasive movement, and vertical repositioning.
Input: 6 6 The character performs a rapid burst of forward movement. During this action, they briefly enter a grazing state, allowing them to pass through certain threats while advancing. Some characters will dash farther if 6 is held.
Input: 4 4 The character quickly retreats with a burst of movement while entering a grazing state, providing both evasive mobility and defensive repositioning. Some characters will dash farther if 4 is held.
Input: 2 7, 2 8, & 2 9 The character executes a powerful leap that carries them higher and farther than a standard jump. This movement also applies grazing, making it effective for evasion and aerial control.
Input: 6 6 or 4 4 while in the air While airborne, the character can rapidly change their position midair. The number of air dashes available is limited until landing, with most characters performing 2 and Remilia being able to perform 3.
Input: A / B All characters possess close-range melee attacks that change based on proximity to the opponent.
Input: fA / fB When performed at greater distance, A and B become projectile-based attacks instead of melee strikes.
Input: 6A / 6B Enhanced melee attacks with increased reach and power compared to their neutral counterparts.
Input: 2A / 2B Low-profile melee attacks that hit crouching opponents or strike low.
Input: 8A / 8B Mid-air melee attacks used for aerial combat and pressure.
Input: 86A / 82A / 82B Specialized aerial attacks with directional emphasis.
Input: 22A / 22B Melee attacks designed to break an opponent’s guard and create openings.
Input: 66A / 66B / 6DA / 6DB Attacks performed during a forward dash that extend range and grant grazing properties.
Some characters possess multiple variants of these attacks.
Input: 66 2A / 66 2B / 6D2A / 6D2B Dash attacks that strike low while maintaining grazing properties.
Input: 6fA / 6fB / 2fA / 2fB Modified projectile attacks with altered angles, trajectories, or behaviors. Availability and functionality vary by character.
Input: 8fA / 8fB Mid-air versions of standard projectiles.
Input: 86fA / 82fA / 82fB Directional aerial projectile variants available only to select characters.
Input: C A distinct projectile separate from fA and fB, often possessing unique properties.
Input: 6C / 2C Modified versions of C with altered angles or effects.
Input: 8C An aerial version of the C projectile.
Input: 86C / 82C Specialized aerial C variants available to select characters.
Input: 22C The character deploys a bomb that knocks back nearby opponents. Bombs have limited stock and are replenished through item collection.
Input: 236D The character declares a Spell Card, entering a powerful state. The declaration grants temporary invincibility, with a brief vulnerable window at the start.
In addition to standard attacks, each character possesses a unique set of Special Moves. These techniques are executed through specific directional input sequences combined with attack inputs. While the exact techniques differ by character, the underlying input structures are largely standardized across the roster.
The available Special Moves and their corresponding input sequences are documented within in-game character profiles and practice interfaces.
Most characters utilize the following core directional sequences for their Special Moves:
Each input may produce different results depending on whether A, B, or C is used.
When a character is struck, any active projectiles she has on the screen are converted into collectible items and are immediately claimed by the opposing fighter. These items fall into two categories:
Spirit Items — Small blue squares labeled with “霊” (Spirit). Collecting these increases the fighter’s spirit gauge and they are the most frequently obtained item.
Bomb Items — Large green squares marked with a “B”. Collecting one increases the fighter’s bomb stock, up to a maximum of two bombs at any time.
Additionally, whenever a character is knocked down, the opponent automatically receives multiple spirit items. Roughly every third knockdown also grants the opponent a bomb item.
When an attack connects, a character can defend by holding a backward direction (1, 4, or 7). Successfully blocking greatly reduces incoming damage, often negating it entirely, though certain situations may apply penalties.
Melee attacks that are blocked under the correct conditions incur no penalty. However, some melee attacks require a specific blocking state—standing, crouching, or airborne—to be blocked properly. If such an attack is blocked in the wrong state, the block is considered incorrect. In these cases, the block effect appears red instead of blue, and the defending character suffers a loss to health and/or spirit.
Guard crush attacks (22A and 22B) follow special rules. If they are not blocked, they function as strong melee attacks. When blocking, 22A must be blocked while standing, and 22B must be blocked while crouching. Blocking either attack incorrectly results in the immediate loss of all spirit.
Projectiles that can be grazed cannot be blocked correctly. Blocking these projectiles causes minor health damage—sometimes limited to the red portion of the health bar—and also applies a spirit penalty.
In Story Mode, later bosses frequently use Spell Cards that feature unblockable projectiles. These attacks must be avoided through grazing or manual movement. Some Spell Cards include projectiles that cannot be blocked or grazed at all, requiring the character to fully move out of their path to avoid taking damage.
Spirit Power (霊力) governs a character’s ability to fire projectiles, defend against attacks, execute special moves, and activate Spell Cards. The current amount is shown on the Spirit Gauge (霊力ゲージ) at the lower-left of the screen. Different actions consume different amounts of spirit. If no spirit is spent for a short period, the gauge will begin to recover automatically, with spirit items accelerating this regeneration.
When a character’s Spirit Power is fully depleted, the gauge turns red. While in this state, the character cannot use projectiles or special moves until the gauge has fully refilled. If spirit is exhausted as a result of an incorrect block, the character is also briefly stunned. During spirit depletion, sA and sB lose their enhanced properties and function the same as A and B. Spirit recovery continues normally, and spirit items still restore gauge value.
Blocking behavior also changes while spirit is drained. Melee attacks can only be blocked correctly; even when blocked properly, the character still takes health damage using a distinct block animation. If a melee attack is blocked incorrectly, it will connect as though no block was attempted. Projectiles may only be blocked while grounded; airborne blocking is ineffective, and the projectile will hit regardless.
Grazing occurs when a character is dashing, super jumping, or performing specific actions that allow them to temporarily avoid damage. While grazing, projectiles pass through the character without dealing harm, and in some cases, the projectile is destroyed upon contact.
Certain high-level attacks, especially from endgame Story Mode bosses, feature Spell Cards with unblockable and ungrazeable projectiles. These attacks cannot be avoided by standard grazing, requiring the character to manually move out of the projectile’s path to prevent damage.
Spell Cards are powerful, visually striking attacks that characters can use once they have accumulated enough Sign Power (符力), displayed near the Spirit Gauge. Each character can select two Spell Cards prior to a fight: one for the first (white) health bar, called the First Sign (壱符), and one for the second (red) health bar, called the Second Sign (弐符). Second Signs are typically enhanced versions of the First Sign, though some may be entirely unique.
Accumulating Sign Power is achieved by dealing or receiving damage, as well as collecting items. When a character declares a Spell Card (by pressing 22D), their background darkens, a seal appears beneath them, and a timer starts. If the timer reaches zero, the declaration ends, preventing further Sign Power accumulation for that round.
Activating a Spell Card is usually done with 236D, though some have an alternate 214D input. Certain Spell Cards may require an additional input to deal damage. There is a brief vulnerability window at the start of the animation; if the character is hit, the Spell Card is canceled, wasting one Sign Power. Once successfully activated, the character becomes briefly invincible. Using a Spell Card consumes both Sign Power and Spirit Power, though declarations may continue if Sign Power is depleted, except in specific cases like Marisa's Final Spark, which consumes all resources and ends the declaration after one use.
Spell Card images include corner symbols indicating their function: a circle for ranged, a sword for melee, and a crescent moon for special utility effects. The top right corner indicates whether the card is a First Sign or Second Sign.
Scarlet Weather Rhapsody can be played using either a keyboard or a gamepad.
For Player 1 on keyboard, the default inputs are configured as follows:
Movement notation follows the standard numpad-style directional layout:
7 8 9 4 5 6 1 2 3
Directional notation always assumes the character is positioned on the left side of the screen. As a result, “forward” and “backward” reverse depending on screen position, but the numerical notation remains consistent.
Diagonal directions can be produced on a keyboard by pressing two directional keys simultaneously. For example, pressing Up and Right at the same time corresponds to 9, while Down and Left corresponds to 1.
Special actions are executed by inputting rapid directional sequences followed by a button press. For example:
The number 5 is occasionally used in notation to explicitly indicate a neutral state with no directional input.
For keyboards without a physical numpad, directional inputs are still represented using this system, with diagonals achieved through simultaneous key presses.
Most in-game documentation uses the A/B/C/D notation for button inputs. However, some older references may instead use P, K, and S:
The character can move toward the opponent to close distance or apply pressure. Input: 6
The character can move away from the opponent to create space or reposition defensively. Input: 4
The character can lower their stance, enabling low-profile movement and access to crouching actions. Input: 2
The character can jump backward, vertically, or forward, allowing aerial movement and attacks. Input: 7 (backward jump), 8 (neutral jump), 9 (forward jump)
The character performs a rapid forward movement. During this action, the character enters a grazing state, allowing certain projectiles to pass through. Input: 66 Alternate Input: D + 6 Note: Holding the forward direction may cause some characters to dash farther.
The character performs a rapid backward movement while entering a grazing state, providing evasive mobility. Input: 44 Alternate Input: D + 4 Note: Holding the backward direction may cause some characters to dash farther.
The character executes an enhanced jump that travels higher and farther than a standard jump while applying grazing. Input: 27, 28, or 29 Alternate Input: D + 7, D + 8, or D + 9
While airborne, the character can perform a rapid burst of movement forward or backward. The number of air dashes is limited before landing, with most characters able to perform two by default. Certain conditions, such as Wind weather, may increase this limit. Air dashes do not consume Spirit Power and cover a fixed distance. Air dashes and flight share the same usage limit. Using one reduces the remaining opportunities for the other before landing. For example, performing an air dash reduces the number of available flight actions, and vice versa. This shared limitation also applies under special conditions such as Wind weather. Input (airborne): 66 (forward), 44 (backward)
While airborne, the character can enter a sustained movement state that allows controlled flight. During flight, the character is considered to be grazing but consumes Spirit Power over time. Flight continues as long as the input is held or until Spirit Power is depleted. Input (airborne): D + direction
Common flight directions include:
While flying, the character can change direction mid-flight by switching directional inputs while continuing to hold D.
All characters possess a standard set of basic attacks. Certain attacks change properties depending on whether the input is tapped or held. A tapped A input is referred to as "A", while a held A input is referred to as "[A]".
Additionally, some attacks vary based on distance. Pressing A while very close to the opponent results in one version, while pressing A at a farther distance produces a different version (the exact distance varies by character). The close-range version is referred to as "A", while the farther version is referred to as "f.A".
A fast melee attack.
A slightly slower melee attack with increased reach and power compared to A.
A slower but significantly longer-reaching and more powerful melee attack.
A fast, low-hitting melee attack that does not change based on distance.
Functionally similar to 6A, but hits low instead of mid.
An airborne-only melee attack that generally strikes upward.
Guard Crush attacks. These are performed by holding the A button while using the respective directional input.
A light projectile attack.
A variant of B that is aimed higher.
A variant of B that is aimed lower.
A heavier projectile attack with different properties from B.
A heavier projectile attack that is usually aimed straight forward.
A heavier projectile attack that is usually aimed upward.
All of the above attacks also have aerial variants when performed while airborne.
Most projectile attacks can be charged by holding the input button ([B] or [C]). Charged projectiles typically release additional bullets or enhanced effects. An audible sound cue plays when a charged projectile or a Guard Crush attack is successfully executed.
These are attacks performed during a forward dash. They are generally dashing melee attacks that move the character forward farther than standard attacks. Depending on the character, these attacks may also apply grazing.
Attack properties, ranges, speeds, and behaviors can vary significantly between characters, and many general rules have character-specific exceptions.
Input: 66 + A / B / C
The character possesses a set of SpecialMoves distinct from standard attacks. These techniques are executed through specific directional input sequences combined with attack inputs. The exact effects and behavior of each technique depend on the character.
In some cases, the same technique may be executed through more than one input sequence. Likewise, input sequences that produce a technique for one character may not produce the same result for another character.
The following notation is used when listing Special Technique inputs: - “>” indicates sequential inputs. - “Hold” indicates the input is held rather than tapped. - “+” indicates inputs performed simultaneously.
The availability and behavior of these Special Techniques vary by character. This section reflects common input structures rather than guaranteed results.
Hold A Hold B Hold C
Front + A Front + B Front + C
Front + Hold A Front + Hold B Front + Hold C
Back + B
Front > Hold Front until condition is met + A Front > Hold Front until condition is met + B Front > Hold Front until condition is met + C
Front > Down > Front + A Front > Down > Front + B Front > Down > Front + C
Back > Down > Back + A Back > Down > Back + B Back > Down > Back + C
Down + A Down + B Down + C
Down + Front + A Down + Front + Hold A
Down > Front + A Down > Front + B Down > Front + C
Down > Back + B Down > Back + C
Down > Down + B Down > Down + C
Jump > A Jump + A
Jump > B Jump > C
Jump > Hold B Jump > Hold C
Jump > Down + A Jump > Down + B Jump > Down + C
Jump > Down + Hold A Jump > Down + Hold B Jump > Down + Hold C
Jump > Front + A Jump > Front + C Jump > Front + Hold C
Jump > Down > Front + A Jump > Down > Front + B Jump > Down > Front + C
Jump > Down > Back + B Jump > Down > Back + C
Jump > Back > Down > Back + B Jump > Back > Down > Back + C
Jump > Front > Down > Front + B Jump > Front > Down > Front + C
Standard
The character is able to guard against incoming attacks by holding a backward direction. Successful blocking greatly reduces or negates damage, though certain conditions may result in penalties.
Melee attacks can be blocked correctly, preventing penalties entirely. However, some melee attacks require the character to be in a specific state—standing, crouching, or airborne—to be blocked correctly. Blocking such an attack in an incorrect state results in a spirit penalty. Incorrect blocks are visually indicated by a red block effect and accompanied by an audible cue.
Guard Crush
Certain attacks function as Guard Crush techniques. When unblocked, these attacks behave as powerful melee strikes. When blocked, each Guard Crush attack has a required blocking state. Blocking a Guard Crush attack incorrectly results in the temporary loss of a spirit orb and leaves the character briefly vulnerable.
Projectile and Special Attack Interaction
Standard grazable projectiles cannot be blocked correctly. Blocking these attacks results in a spirit penalty. Special attacks and Spell Card techniques additionally inflict chip damage to the character’s health alongside spirit damage when blocked.
The character can perform a Border Escape to disengage while trapped in a guarding state. This action allows the character to reposition by escaping in a chosen direction, creating space or avoiding continued pressure.
Executing a Border Escape consumes one spirit orb as a cost for its use.
Spirit is a resource required to fire projectiles and activate certain special techniques. Rather than a single continuous gauge, spirit is represented by multiple individual orbs that are consumed when these actions are performed.
When spirit is not actively used, depleted orbs gradually regenerate over time. However, if the character suffers a guard crush or performs a Border Escape, one spirit orb becomes temporarily disabled and cannot be used until it naturally recovers.
While spirit orbs are disabled, the character retains access to projectiles, special techniques, and flight, but with reduced capacity. As more orbs are rendered unusable, available offensive and mobility options become increasingly limited. In this weakened state, the character is also more susceptible to further guard crushes, as spirit penalties apply regardless of how many active orbs remain.
Grazing is a defensive state that occurs during certain movement actions, such as rapid movement or aerial maneuvers. While grazing, incoming projectiles pass through the character without dealing damage.
In some cases, successfully grazing a projectile will also cause the projectile to be neutralized. Grazing is primarily used to bypass projectile pressure while maintaining mobility.
Spell Cards are powerful, one-time-use abilities that can be activated during combat. Characters assemble a "deck" of 20 Cards, which gradually become available as the character deals or takes damage. Deck composition is customizable in the Player Profile, but must always contain exactly 20 Cards.
Activation is performed by pressing B and C simultaneously. Characters can switch between available Cards by pressing A and B simultaneously.
Cards are divided into three types:
Some Spell Cards require multiple Cards in hand to activate, while others can be used with fewer. Availability is indicated by a glowing border around the Card's image.
The character can advance toward the opponent by moving in a forward direction, allowing them to close distance, apply pressure, or reposition offensively. Input: 6
The character can retreat away from the opponent to create space, disengage, or reposition defensively. Input: 4
The character can fly downward at varying angles, enabling evasive descent, vertical repositioning, or angle-based spacing. Inputs:
The character can fly upward at varying angles, allowing aerial control, vertical pressure, and repositioning above the opponent. Inputs:
The character performs a rapid forward dash while entering a grazing state, allowing them to pass through projectiles unharmed. Holding the direction extends the dash, and sustained input causes the dash to accelerate after a brief moment. Input: 66 (Hold 6 to extend)
The character quickly retreats while grazing, providing evasive movement and defensive repositioning. Holding the direction extends the dash duration. Input: 44 (Hold 4 to extend)
While dashing, the character can slightly alter their flight path vertically, allowing finer control over movement during extended dashes. Inputs: 2 or 8 during a dash
When not dashing, attacking, or blocking, the character gradually returns toward their default vertical position, maintaining the game’s aerial combat flow.
Each character possesses a core set of standard attacks. Inputs using the A and B buttons perform melee attacks, while inputs using the X and Y buttons perform projectile-based attacks.
Pressing the A button performs a fast, short-ranged melee strike. Repeatedly pressing A after a successful hit initiates an automatic combo. The fourth and final hit of an auto-combo is treated as a heavy melee finisher, equivalent to a B-button attack.
Holding a direction before the fourth hit alters the finishing move. The B button may also be used for the fourth hit, though the resulting attack remains the same. Input: A (Repeated for auto-combo)
Pressing the B button performs a powerful melee attack with greater impact. Holding a directional input modifies the attack performed. Inputs:
Melee attacks can be performed during a forward dash. Executing an attack during a standard dash produces a dashing strike. Inputs:
If the forward dash is held until a blue burst appears, stronger alternate dash attacks become available. Inputs:
Projectile attacks are executed using the X and Y buttons. X performs a light projectile attack, while Y performs a heavier version. As with heavy melee attacks, holding a direction changes the projectile’s behavior or trajectory. Inputs:
Beyond standard attacks, each character has a selection of special moves that are unique to them. The specific properties, effects, and behaviors of these moves vary greatly depending on the character.
Special moves are executed by combining a directional input with either A+B or X+Y. For ease of use, the C and Z buttons act as shortcuts for these combined inputs.
Each character has two distinct sets of special moves:
A character can defend against incoming attacks by holding a backward direction (1, 4, or 7) at the moment they are hit. Successfully blocking greatly reduces incoming damage, and in many cases prevents damage entirely, though certain attacks impose additional costs.
Blocking light melee or light projectile attacks carries no penalty. Blocking heavy melee or heavy projectile attacks, however, will consume a portion of the character’s spirit meter.
If the character blocks immediately before an attack connects, a blue barrier will appear around the character. This technique, known as Barrier Guard, pushes the opponent back farther than a normal block.
When Barrier Guard is triggered on the first hit of a multi-hit attack, all remaining hits will be automatically Barrier Guarded as well. If the initial hits are blocked normally, the character can still transition into Barrier Guard by tapping back again during blockstun.
Spirit governs the use of projectile attacks and certain special moves. It is displayed as a meter at the bottom of the screen on each fighter’s side. When Spirit is spent, the consumed portion turns red and will begin regenerating after a brief delay.
Blocking heavy melee or projectile attacks temporarily lowers a fighter’s maximum available Spirit. This reduced maximum will slowly recover over time as long as the fighter is not continuing to block.
If a fighter’s maximum Spirit is completely depleted, leaving no usable Spirit available, being struck by specific melee attacks will result in a guard crush. A guard-crushed character is knocked away and briefly left unable to act.
While dashing forward or backward, a character enters a grazing state. During this state, incoming projectiles will pass through the character without dealing damage or causing hitstun, allowing them to move through projectile attacks safely.
Faith is a system tied to Skill Cards that modifies how a character’s normal attacks and projectiles behave. Each equipped Skill Card may add to or subtract from one of four possible faiths: Shinto, Buddhism, Taoism, or None. A character’s active faith determines a set of advantages and drawbacks that influence projectile and melee behavior.
| Faith | ||
|---|---|---|
| Shintoism |
| |
| Buddhism |
| |
| Taoism |
| |
| None |
| |
Faith selection is handled through the deck toggle on the character selection screen. Faith cards are diamond-shaped with a marble-like pattern and feature a single kanji symbol. Shinto is yellow with a purple 哀, Buddhism is cyan with an orange 怒, Taoism is magenta with a green 喜, and None is purple with a yellow 楽.
The default control configuration is as follows:
Gamepad
Standard Tactics
Weaknesses
The Touhou Project franchise canoncity mainly falls under any media worked on by ZUN are official and canon to the overall lineup.
There are various aspects constantly debated about within the canon:
Media like PC-98, has been noted by ZUN to be ignored as one can ignore derivative works[853]. He has also said that anything prior to Embodiment of Scarlet Devil can for the most part be ignored and one can think of Embodiment of Scarlet Devil as the starting from a clean slate and starting a new series[854], he's also referred to Highly Responsive to Prayers as a study product[855]. With this in mind, one would assume that PC-98 is thus non-canon to the Windows continuity of games.
However, ZUN has also directly stated PC-98 games are the same world as the Windows Games, stating that any contradictions that exist from PC-98 can be ignored from the retcon in Windows Era[856]. While one argues ZUN noting the works are derivative works to be ignored and Embodiment of the Scarlet Devil should be seen as the starting point, these statements are moreso telling a fan to not worry about having to play PC-98 games or learn more about their stories.
It's also been noted in Embodiment of Scarlet Devil's おまけ.txt that the game chronologically is not too far from the previous title, which would be Mystic Square, the PC-98 title[17]. ZUN has also directly brought back characters from PC-98 games, noting he wanted to bring back characters from before Embodiment of Scarlet Devil and notes any of the other older characters that don't appear have probably retired by now and are warmly watching over things from various places nowadays[857]. When asked where Mima from PC-98 has gone, ZUN notes that he doesn't bring them back due to making things complicated and having potentially angry fans ask where she has been the entire time, he has also noted that there's not much use for characters like Genji as Reimu can fly now and also notes he is not dead[858]. ZUN has also made mention to Genji probably living in the lake in the back of the shrine[859]. In Touhou Sangetsusei ~ Strange and Bright Nature Deity, Reimu and Marisa were talking about glowing moss with Reimu saying it would be nice to transfer it to the pond in the back of the Hakurei Shrine and Marisa saying that she could make it grow there on the turtles' back, referencing Genji[860].
In Touhou 07 Perfect Cherry Blossom, when Alice meets Reimu, she tells her long time no see, noting that they've met before calling her "old friend"[861]. In Yuuka's mode in Touhou Project - Phantasmagoria of Flower View, Reimu directly references defeating Yuuka back in PC-98[862]. If Yuuka defeats Marisa in the same game, she will note that Marisa has grown up quite a bit, when the last time she's seen her has been in PC-98[863].
Seeing as ZUN himself has directly said both PC-98 and Windows are in the same world and that characters directly acknowledged PC-98 events and reference characters from it, PC-98 is completely canon and any contradictions PC-98 have can be ignored.
Touhou 7.5 - Immaterial and Missing Power takes place between Perfect Cherry Blossom and Imperishable Night[864].
In the series, there are multiple playable character routes, including some where the characters fight Reimu herself and defeat her, calling question into what route is canon. ZUN has elaborated that canonically, anytime Reimu and the gang are defeated, they challenge again however many times they want, but on the youkai side, they do not challenge again after being defeated and are not attached to the results of winning or losing[67].
In terms of how playable routes have went, some examples of canonically noted routes:
With some of these examples, it is normally assumed that in some way Reimu has some part in resolving every incident and other routes are dubiously canon depending on what transpired.
There are many cases of weaker humans beating stronger Yokai or vice versa within the Touhou series, this has been elaborated on in Reimu's profile on Perfect Memento in Strict Sense. Reimu introduced the spell card rules as the youkai had no way to defeat the Hakurei shrine maiden, making many youkai feel that their meaning to exist have dissapeared[560]. The rules incoporate the following:
The original draft held these rules[868]:
These rules allows for duels that feel almost like sport rather then a match, and have allowed for weaker fighters to challenge stronger ones, due to this though, it also has become possible for youkai to freely defeat Reimu without worrying about the consequences.
Due to them being written into cards and essentially affecting the ability and power of an attack, the spell cards are likely the thing binding attacks to specific properties.
Parallel Worlds is a topic brought up at some points in the Touhou Project franchise, they are worlds called "Probability Worlds" by Yumemi, stating that those and parallel worlds are one and the same[869]. This essentially means that parallel worlds in Touhou are based on the concept of probability. Yumemi and Chiyuri use a "Probability Space Hypervessel" in order to travel to alternate worlds and time periods[870], further showcasing that probabiliy serves an importance.
There[871] are[872] multiple[873] occasions[874] of[875]characters[876] commenting[877] on[878] humans like[879] Reimu[880] being strong[881]. Despite this Reimu showcases physical strength that isn't superhuman, such as the fact that she cannot cut a bamboo stick while Fujiwara direclty does in front of her.
This is due to the difference between magical and physical strength.
In works like Symposium of Post-mysticism, Yuugi Hoshiguma's profile has Suika directly state that Yuugi is weaker then her in magical powers, but stronger than her physically[141], lining a clear difference between magical and physical strength.
While one can be physically stronger then another, such as how Onis are physically the strongest, magic users are still able to keep up with them due to using a different form of attack.
An example can be found with Yuugi herself, when Reimu fights against her in Subterranean Animism[882], with her acknolwedging her strength[883], something Yuugi only does to those who are truly strong[141]. This establishes even with spellcard rules, Yuugi considers Reimu a strong fighter. Reimu herself is very clearly not at an oni's physical strength, as she cannot do the things they can, however, her magical strength allows her to keep up with them.
To defend against magical based properties requires Non-Standard Defenses as it is acknowledged as not being something of standard physicality.
In Chapter 27 of Curiosities of Lotus Asia, Reimu proceeds to explain how reality works to Rinnosuke and Marisa, where she explains in-depth the three layers of reality.
This conversation started from discussing the mechanism of fortune, where Rinnosuke attempted to posit that the future is predetermined and that Reimu's luck was her being able to calculate in an instant the predetermined future, however Reimu had a different explanation requiring her to lecture on the mechanisms of probability[884], in her explanation, the world is made up of three layers: the physical layer that moves in accuracy with the laws of physics, the second layer that moves with the spirit, and the third layer of memory which is the recollection of events that lies within all things[39]. The memory layer rejects the loop of the physical and mental layers, the two layers the youkai conceive of the world which is why they believe history repeats itself and the future is predetermined. Since it's only possible to add to the memory layer, it's possible to completely recreate the past.
While the physical layer follows the laws of physics, the mental layer interprets the outcomes and the memory layer alters the probability, essentially creating the future, since it's impossible for memories to raech the same state as a point in the past, the future is not predetermined, thus when Reimu is able to predict how the dice will fall, she's not predicting the fall of the dice, the dice members the fact that she predicted how the dice would fall, thus due to this, Reimu entering the memory of the die-face greatly skews the results in Reimu's favor, where the results side with Reimu[885].
Thus the memory layer is essentially the most important layer that rejects the notion of loops from the previous two layers.
In the Touhou Project series, it is made very apparent that dream and reality are in truth one and the same.
In Changeability of Strange Dream, Maribel Hearn has a conversation with Renko Usami about how she is bringing objects out of her dreams[886], which Maribel posits that truth exists within subjectivity, if one can see the same sights over and over again then that's the kind of place it is as such dreams are nothing like the antonym of reality[887], where much longer ago people did not draw a distinction between dreams and reality[888], with Maribel reiterating that dreams and reality are the same[889].
In Legacy of Lunatic Kingdom it is shown that the Dream World is a separate plane[890], that in games like Antinomy of Common Flower are shown to have influence[891] on reality[892].
In the Urban Legends in Limbo finale, Sumireko notes that she is able to travel between the human world and Gensokyo whenver she sleeps, where her dream self enters Gensokyo[893] making her innately unable to be interacted with[894].

| 📁 Official Character Profiles | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Expand here. |
|---|
|
One example of this is believed to be in Touhou 02's Stage 3 Scarlet Dream ~ Scarlet Dream where it displays stars and a space-like effect in the background[898], however this is actually the World of Fantasies, the world that lies between Makai and the human world, with Genji confirming this is definetely not outerspace as Reimu can breathe just fine there[899].
This is an argument that spawns from how small the characters look in different works, though this is moreso due to the "moe" artstyle Touhou tries to capture, in many of the manga characters look far older.
Majority of characters in the series are outright shown to drink alcohol on a daily basis[900], where one needs to be at least 20 years old under Japanese law to drink, where Japanese law requires no underaged characters to be shown drinking. This is even acknowledged in the series itself with a note saying alcohol is only for those over 20 years old[901]. Thus if a character is ever seen drinking alcohol in the series, they are an adult.
The only direct non-adults in the series are Sumireko Usami, Chiyuri Kitashirakawa, and Hieda no Akyuu in her first appearance.
This statement comes from a fan translation that says this in Curiosities of Lotus Asia[902].
While the statement seems clear cut, there is another translation used instead that makes more sense with the sentence.
It instead notes that most youkai concieve of the world through these two layers, which is why they believe the future is pre-determined and history repeats itself[903]. This falls in line with the earlier disucssion of Rinnosuke claiming that he believes the future to be predetermined and Reimu needing to explain to him why that's not the case[884].
333 - 32 - 0
None.
| Expand here. |
|---|
|
None.
None.
None.